Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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d441518dfe | ||
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cc046c53b3 | ||
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0491e3f919 | ||
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523f7c842a | ||
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4189a6210b | ||
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253a8811fa | ||
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9e7b513e60 |
@@ -1,6 +1,6 @@
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sprites: []
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outline: []
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@@ -62,7 +62,7 @@ MonoBehaviour:
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@@ -81,7 +81,7 @@ MonoBehaviour:
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@@ -98,6 +98,7 @@ MonoBehaviour:
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weaponTrailPrefab: {fileID: 0}
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trailColor: {r: 1, g: 1, b: 1, a: 1}
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soulPowerGain: 10
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hitWeight: 1
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references:
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@@ -634,7 +634,7 @@ Canvas:
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@@ -33,6 +33,12 @@ namespace BaseGames.Combat
|
||||
NoKnockback = 1 << 7,
|
||||
/// <summary>击飞:使敌人进入 KnockUp 状态(腾空 + 落地)。仅在伤害量 >= HitTierConfig.launchThreshold 时生效。</summary>
|
||||
Launch = 1 << 8,
|
||||
/// <summary>
|
||||
/// 持续伤害(DoT)。承伤方据此区分"持续伤害"与"一次性打击":
|
||||
/// 只扣血,不触发受击硬直/打断,也不授予新的无敌帧。
|
||||
/// 通常与 <see cref="IgnoreIFrame"/> 同时设置(DoT 既不被无敌挡、也不刷新无敌)。
|
||||
/// </summary>
|
||||
IsDoT = 1 << 9,
|
||||
}
|
||||
|
||||
// ── 交互标签 ────────────────────────────────────────────────────────────
|
||||
|
||||
@@ -12,11 +12,28 @@ namespace BaseGames.Combat
|
||||
/// 多碰撞体模式:在子节点上挂载 HitBoxColliderProxy + Collider2D 即可组合任意形状。
|
||||
/// HitBox 本身可不带 Collider2D(仅代理子节点)或同时拥有直属 Collider2D。
|
||||
/// </summary>
|
||||
/// <summary>
|
||||
/// 命中节奏模式。
|
||||
/// <list type="bullet">
|
||||
/// <item><see cref="Single"/>:每次激活对每个目标只判一次(近战挥击、普通投射物)。</item>
|
||||
/// <item><see cref="Interval"/>:对停留在判定盒内的同一目标,每 <c>_hitInterval</c> 秒重判一次
|
||||
/// (接触伤害、持续 AOE、危险区)。靠 Enter/Exit 跟踪占用 + Update 轮询,
|
||||
/// 不依赖 OnTriggerEnter 的单次语义。</item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public enum HitMode { Single, Interval }
|
||||
|
||||
public class HitBox : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private DamageSourceSO _defaultSource;
|
||||
[SerializeField] private float _hitCooldown = 0.1f;
|
||||
|
||||
[Header("命中节奏")]
|
||||
[Tooltip("Single=每次激活每个目标判一次;Interval=对停留目标按间隔持续重判(接触伤害/持续区域)。")]
|
||||
[SerializeField] private HitMode _hitMode = HitMode.Single;
|
||||
[Tooltip("Interval 模式下,对同一目标重复造成伤害的间隔(秒)。")]
|
||||
[SerializeField] private float _hitInterval = 0.5f;
|
||||
|
||||
/// <summary>
|
||||
/// HitBox 标识符,供 PlayerAnimationEvents / EnemyAnimationEvents 按名称精确激活特定判定盒。
|
||||
/// 留空表示"无 Id";事件 payload 为空时将操作所有 HitBox。
|
||||
@@ -79,6 +96,7 @@ namespace BaseGames.Combat
|
||||
// 每次激活清空当前激活期已命中目标集合(防止连击连段导致同一阶段多次命中目标)
|
||||
_hitThisActivation.Clear();
|
||||
_hitCooldownTimers.Clear();
|
||||
_intervalTargets.Clear();
|
||||
}
|
||||
|
||||
public void Deactivate()
|
||||
@@ -88,6 +106,7 @@ namespace BaseGames.Combat
|
||||
foreach (var proxy in _proxies) proxy.SetEnabled(false);
|
||||
_hitThisActivation.Clear();
|
||||
_hitCooldownTimers.Clear();
|
||||
_intervalTargets.Clear();
|
||||
}
|
||||
|
||||
/// <summary>仅替换当前 DamageSource(不改变激活状态,供 PlayerCombat 连击段切换)。</summary>
|
||||
@@ -123,6 +142,31 @@ namespace BaseGames.Combat
|
||||
foreach (var proxy in _proxies) proxy.SetEnabled(false);
|
||||
_hitThisActivation.Clear();
|
||||
_hitCooldownTimers.Clear();
|
||||
_intervalTargets.Clear();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// 仅 Interval 模式需要轮询:对仍停留在判定盒内的目标按间隔重判
|
||||
if (!_isActive || _hitMode != HitMode.Interval || _intervalTargets.Count == 0) return;
|
||||
|
||||
float now = Time.time;
|
||||
_intervalTickBuffer.Clear();
|
||||
foreach (var kv in _intervalTargets)
|
||||
if (now - kv.Value >= _hitInterval) _intervalTickBuffer.Add(kv.Key);
|
||||
|
||||
for (int i = 0; i < _intervalTickBuffer.Count; i++)
|
||||
{
|
||||
Collider2D col = _intervalTickBuffer[i];
|
||||
// 目标被销毁/禁用:移除占用记录(Exit 可能因对象失活而未触发)
|
||||
if (col == null || !col.isActiveAndEnabled)
|
||||
{
|
||||
_intervalTargets.Remove(col);
|
||||
continue;
|
||||
}
|
||||
_intervalTargets[col] = now;
|
||||
DealDamage(col, null);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other) => HandleTriggerEnter(other, null);
|
||||
@@ -137,9 +181,26 @@ namespace BaseGames.Combat
|
||||
Debug.LogWarning($"[HitBox] {name}: 无 DamageSourceSO,跳过命中。", this);
|
||||
return;
|
||||
}
|
||||
// 同一激活期防止对同一 Collider 重复命中(一次攻击每个目标至多命中一次)
|
||||
if (_hitMode == HitMode.Interval)
|
||||
{
|
||||
// 周期接触模式:记录占用并立即结算一次;后续由 Update 按间隔对仍停留的目标重判。
|
||||
_intervalTargets[other] = Time.time;
|
||||
DealDamage(other, sourceCollider);
|
||||
return;
|
||||
}
|
||||
|
||||
// Single 模式:同一激活期同一 Collider 只命中一次(一次攻击每个目标至多命中一次)+ 抖动冷却
|
||||
if (!_hitThisActivation.Add(other)) return;
|
||||
if (!CheckCooldown(other)) return;
|
||||
DealDamage(other, sourceCollider);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 实际伤害结算:自身排除 → 拼刀 → HurtBox → IBreakable。
|
||||
/// 由 Single 模式 Enter、Interval 模式 Enter 与 Update 共同调用。
|
||||
/// </summary>
|
||||
private void DealDamage(Collider2D other, Collider2D sourceCollider)
|
||||
{
|
||||
// 排除自身:攻击方与受击方属于同一根 GameObject 时跳过(防止近战 EnemyHitBox 命中同一敌人的 EnemyHurtBox)
|
||||
if (other.transform.root == _attackerTransform.root) return;
|
||||
|
||||
@@ -191,14 +252,30 @@ namespace BaseGames.Combat
|
||||
private readonly HashSet<Collider2D> _hitThisActivation = new(8);
|
||||
// ── 同目标多帧命中冷却(防止 Trigger 处于重叠状态时重入等殊情导致的连击)──
|
||||
private readonly Dictionary<Collider2D, float> _hitCooldownTimers = new(8);
|
||||
// ── Interval 模式:当前停留在判定盒内的目标 → 上次命中时间(Enter 加入 / Exit 移除)──
|
||||
private readonly Dictionary<Collider2D, float> _intervalTargets = new(8);
|
||||
// Update 轮询时的临时缓冲(避免遍历字典时修改 + 降低 GC)
|
||||
private readonly List<Collider2D> _intervalTickBuffer = new(8);
|
||||
|
||||
/// <summary>
|
||||
/// 配置为周期接触伤害模式(BodyContactDamage 等持续接触源在 OnEnable 时调用)。
|
||||
/// 使持续接触的判定盒按 <paramref name="interval"/> 对停留目标重复造成伤害,
|
||||
/// 而不依赖 OnTriggerEnter 的单次语义。
|
||||
/// </summary>
|
||||
public void SetIntervalMode(float interval)
|
||||
{
|
||||
_hitMode = HitMode.Interval;
|
||||
if (interval > 0f) _hitInterval = interval;
|
||||
}
|
||||
|
||||
/// <summary>代理出口:由 HitBoxColliderProxy 或本节点 OnTriggerExit2D 转发。</summary>
|
||||
internal void HandleTriggerExit(Collider2D other)
|
||||
{
|
||||
// 目标离开判定区域时清除其冷却记录,防止持续激活的 HitBox(环境危险等)
|
||||
// 目标离开判定区域时清除其冷却记录与占用记录,防止持续激活的 HitBox(环境危险等)
|
||||
// 因有效目标持续流动而无限积累已离场对象。
|
||||
// 注意:_hitThisActivation 刻意保留,确保同一激活期内不重复命中。
|
||||
_hitCooldownTimers.Remove(other);
|
||||
_intervalTargets.Remove(other);
|
||||
}
|
||||
|
||||
private bool CheckCooldown(Collider2D other)
|
||||
|
||||
@@ -21,6 +21,12 @@ namespace BaseGames.Combat
|
||||
// Lifetime 在 Initialize 时缓存,避免 Update 每帧访问 SO 成员并做 null check
|
||||
private float _lifetime = float.MaxValue;
|
||||
|
||||
// 命中预算:剩余可命中次数(<=0 的 _maxHits 表示无限穿透)
|
||||
private int _maxHits = 1;
|
||||
private int _hitsRemaining;
|
||||
// 弹反帧标记:弹反命中不计入命中预算(避免反射后立即被回收)
|
||||
private bool _justReflected;
|
||||
|
||||
private PooledObject _pooledObject;
|
||||
|
||||
protected virtual void Awake()
|
||||
@@ -28,6 +34,8 @@ namespace BaseGames.Combat
|
||||
_rb = GetComponent<Rigidbody2D>();
|
||||
_hitBox = GetComponent<HitBox>();
|
||||
_pooledObject = GetComponent<PooledObject>();
|
||||
// 订阅命中确认:按命中预算决定何时回收(穿透 / 命中即消失)
|
||||
_hitBox.OnHitConfirmed += HandleHitConfirmed;
|
||||
}
|
||||
|
||||
/// <summary>从对象池取出后的初始化入口。</summary>
|
||||
@@ -38,6 +46,9 @@ namespace BaseGames.Combat
|
||||
DamageInfo = damageInfo;
|
||||
Direction = direction.normalized;
|
||||
_aliveTimer = 0f;
|
||||
_maxHits = config.MaxHits;
|
||||
_hitsRemaining = config.MaxHits;
|
||||
_justReflected = false;
|
||||
|
||||
SetFactionLayer(ownerLayer);
|
||||
_hitBox.Activate(config.DamageSource);
|
||||
@@ -71,6 +82,18 @@ namespace BaseGames.Combat
|
||||
// 重置 HitBox 命中记录,确保反射后可命中新目标
|
||||
_hitBox.Deactivate();
|
||||
_hitBox.Activate(_config?.DamageSource);
|
||||
|
||||
// 反射后重置命中预算,并跳过本次(弹反)命中的扣减,避免反射后立即被回收
|
||||
_hitsRemaining = _maxHits;
|
||||
_justReflected = true;
|
||||
}
|
||||
|
||||
/// <summary>HitBox 命中确认回调:按命中预算决定是否回收(穿透 / 命中即消失)。</summary>
|
||||
private void HandleHitConfirmed(DamageInfo _)
|
||||
{
|
||||
if (_maxHits <= 0) return; // 无限穿透:只靠寿命回收
|
||||
if (_justReflected) { _justReflected = false; return; } // 弹反命中不计入预算
|
||||
if (--_hitsRemaining <= 0) ReturnToPool();
|
||||
}
|
||||
|
||||
protected virtual void OnInitialized() { }
|
||||
|
||||
@@ -10,6 +10,8 @@ namespace BaseGames.Combat
|
||||
{
|
||||
[Header("伤害")]
|
||||
public DamageSourceSO DamageSource;
|
||||
[Tooltip("命中目标多少次后回收。1 = 命中即消失(默认);>1 = 穿透 N 个目标;<=0 = 无限穿透直至寿命结束。")]
|
||||
public int MaxHits = 1;
|
||||
|
||||
[Header("运动")]
|
||||
public float Speed = 12f;
|
||||
|
||||
@@ -32,7 +32,7 @@ namespace BaseGames.Combat.StatusEffects
|
||||
var info = new DamageInfo.Builder()
|
||||
.SetRaw(1)
|
||||
.SetType(DamageType.True)
|
||||
.SetFlags(DamageFlags.IgnoreIFrame)
|
||||
.SetFlags(DamageFlags.IgnoreIFrame | DamageFlags.IsDoT)
|
||||
.Build();
|
||||
Owner?.ApplyDirectDamage(info);
|
||||
}
|
||||
|
||||
@@ -34,7 +34,7 @@ namespace BaseGames.Combat.StatusEffects
|
||||
var info = new DamageInfo.Builder()
|
||||
.SetRaw(StackCount) // 叠层越多伤害越高
|
||||
.SetType(DamageType.True)
|
||||
.SetFlags(DamageFlags.IgnoreIFrame)
|
||||
.SetFlags(DamageFlags.IgnoreIFrame | DamageFlags.IsDoT)
|
||||
.Build();
|
||||
Owner?.ApplyDirectDamage(info);
|
||||
}
|
||||
|
||||
@@ -130,6 +130,9 @@ namespace BaseGames.Combat.StatusEffects
|
||||
/// </summary>
|
||||
public void ApplyDirectDamage(DamageInfo info)
|
||||
{
|
||||
// DoT 绕过 HurtBox,不经过其防御减免步骤,需在此自行结算最终伤害。
|
||||
// True 伤害不计防御,直接以 Amount 作为 FinalDamage(Builder 未设置 FinalDamage,默认 0)。
|
||||
if (info.FinalDamage <= 0) info.FinalDamage = info.Amount;
|
||||
_damageable?.TakeDamage(info);
|
||||
}
|
||||
|
||||
|
||||
@@ -26,9 +26,24 @@ namespace BaseGames.Core.Events
|
||||
#endif
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
ResetRuntimeState();
|
||||
// 关闭 Domain Reload 后 OnEnable 不再于每次进入 Play 触发,改由编辑器钩子在进入 Play 前兜住重置。
|
||||
PlayModeResetHook.Register(ResetRuntimeState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置运行时态:清空粘性缓存值与订阅委托,回到"零订阅、无缓存"的干净起点
|
||||
/// (复刻 Domain Reload 每次进入 Play 提供的初始状态)。
|
||||
/// </summary>
|
||||
private void ResetRuntimeState()
|
||||
{
|
||||
_hasLastValue = false;
|
||||
_lastValue = default;
|
||||
_onEventRaisedBacking = null;
|
||||
#if UNITY_EDITOR
|
||||
_subscriberCount = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
public event Action<T> OnEventRaised
|
||||
@@ -90,6 +105,22 @@ namespace BaseGames.Core.Events
|
||||
private int _subscriberCount;
|
||||
#endif
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
ResetRuntimeState();
|
||||
// 关闭 Domain Reload 后 OnEnable 不再于每次进入 Play 触发,改由编辑器钩子在进入 Play 前兜住重置。
|
||||
PlayModeResetHook.Register(ResetRuntimeState);
|
||||
}
|
||||
|
||||
/// <summary>重置运行时态:清空订阅委托,回到"零订阅"的干净起点。</summary>
|
||||
private void ResetRuntimeState()
|
||||
{
|
||||
_onEventRaisedBacking = null;
|
||||
#if UNITY_EDITOR
|
||||
_subscriberCount = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
public event Action OnEventRaised
|
||||
{
|
||||
add
|
||||
|
||||
@@ -0,0 +1,56 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace BaseGames.Core.Events
|
||||
{
|
||||
/// <summary>
|
||||
/// 关闭 Domain Reload(Project Settings → Editor → Enter Play Mode Settings)后,
|
||||
/// ScriptableObject 资产不再于进入/退出 Play 时被卸载重载,其 OnEnable/OnDisable 也就不再触发,
|
||||
/// 导致 SO 的运行时态(粘性缓存值、订阅委托、运行时字典等)在多次 Play 会话间残留。
|
||||
///
|
||||
/// 本工具提供一条可靠的"进入 Play 前重置"通道,复刻 Domain Reload 曾提供的"干净起点":
|
||||
/// 持有运行时态的 SO 在首次 OnEnable(编辑器加载资产时仍会触发一次)调用 <see cref="Register"/>
|
||||
/// 登记自身的重置方法;此后每次"即将进入 Play"由编辑器事件统一回调全部重置方法。
|
||||
///
|
||||
/// 运行时构建(非编辑器)下为空实现、零开销;构建中没有 Domain Reload 概念,
|
||||
/// SO 的 OnEnable 仍照常负责重置,无需本工具介入。
|
||||
/// </summary>
|
||||
public static class PlayModeResetHook
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// 以委托相等性去重:同一 SO 实例的同一重置方法多次 Register 只保留一份
|
||||
// (Delegate 的 Equals/GetHashCode 比较 Target 实例与方法)。
|
||||
private static readonly HashSet<Action> _resets = new();
|
||||
private static bool _subscribed;
|
||||
|
||||
/// <summary>登记一个"进入 Play 前"执行的重置回调(仅编辑器有效)。</summary>
|
||||
public static void Register(Action reset)
|
||||
{
|
||||
if (reset == null) return;
|
||||
_resets.Add(reset);
|
||||
if (_subscribed) return;
|
||||
_subscribed = true;
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
private static void OnPlayModeStateChanged(PlayModeStateChange change)
|
||||
{
|
||||
// 仅在"退出编辑态、即将进入 Play"的瞬间重置,使后续 Awake 执行时各 SO 处于干净起点。
|
||||
if (change != PlayModeStateChange.ExitingEditMode) return;
|
||||
foreach (var reset in _resets)
|
||||
{
|
||||
// SO 资产被卸载后其托管对象可能已失效(Unity 重载 == null),跳过避免无谓调用。
|
||||
if (reset.Target is UnityEngine.Object uo && uo == null) continue;
|
||||
try { reset(); }
|
||||
catch (Exception e) { UnityEngine.Debug.LogException(e); } // 暴露错误而非静默吞掉
|
||||
}
|
||||
}
|
||||
#else
|
||||
/// <summary>运行时构建:空实现。SO 的 OnEnable 在构建中照常重置运行时态。</summary>
|
||||
public static void Register(Action reset) { }
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5cebf2bf42383c74a86dd7138932143c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -12,6 +12,13 @@ namespace BaseGames.Core
|
||||
{
|
||||
private static readonly Dictionary<Type, object> _services = new();
|
||||
|
||||
/// <summary>
|
||||
/// 关闭 Domain Reload 后静态字段不再于进入 Play 时重置,
|
||||
/// 残留的服务注册会指向上一次运行已销毁的对象。此钩子在任何 Awake 之前清空注册表。
|
||||
/// </summary>
|
||||
[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
private static void ResetOnEnterPlayMode() => _services.Clear();
|
||||
|
||||
/// <summary>以接口类型 TInterface 注册实现 impl。</summary>
|
||||
public static void Register<TInterface>(TInterface impl)
|
||||
=> _services[typeof(TInterface)] = impl;
|
||||
|
||||
@@ -27,6 +27,13 @@ namespace BaseGames.Core
|
||||
/// <summary>设置变更后触发(用于 UIScaleApplier、色盲滤镜、Camera Shake 等订阅)。</summary>
|
||||
public static event Action<GlobalSettingsData> SettingsChanged;
|
||||
|
||||
/// <summary>
|
||||
/// 关闭 Domain Reload 后静态事件不再于进入 Play 时清空,残留订阅者会指向上一次运行已销毁的对象。
|
||||
/// 此钩子在任何 Awake 之前将其重置为 null。
|
||||
/// </summary>
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
private static void ResetStaticState() => SettingsChanged = null;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
ServiceLocator.Register<ISettingsService>(this);
|
||||
|
||||
@@ -1722,6 +1722,8 @@ namespace BaseGames.Editor
|
||||
TeleportStation station = GetOrAddComponent<TeleportStation>(go);
|
||||
AssignAsset(station, "_onFastTravelOpen", report, false, "EVT_FastTravelOpen");
|
||||
|
||||
AttachInteractPrompt(go, 1.6f, report);
|
||||
|
||||
report.Add("填写 _stationId(传送站唯一 ID,用于地图 UI 标注)。");
|
||||
report.Add("传送站不存档、不复活、不恢复 HP;与存档点是独立对象。");
|
||||
|
||||
@@ -1750,9 +1752,12 @@ namespace BaseGames.Editor
|
||||
|
||||
AssignAsset(transition, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
|
||||
|
||||
AttachInteractPrompt(go, 1.6f, report);
|
||||
|
||||
report.Add("填写 _transitionId(本出口唯一 ID)、_targetSceneAddress(目标场景 Addressable Key)、_targetTransitionId(目标出生点 ID)。");
|
||||
report.Add("若需锁门,设 _requiresKeyItem = true 并填写 _requiredItemId。");
|
||||
report.Add("_worldState 字段需拖入 WorldStateRegistry SO(可选)。");
|
||||
report.Add("交互提示仅在 _autoTrigger = false(按键进入)时显示;自动触发的门不显示提示属正常。");
|
||||
|
||||
Selection.activeGameObject = go;
|
||||
MarkDirtyAndLog("Room Transition", go, report);
|
||||
|
||||
@@ -4,8 +4,12 @@ using UnityEngine;
|
||||
namespace BaseGames.Enemies
|
||||
{
|
||||
/// <summary>
|
||||
/// 接触伤害:组件启用时持续激活 HitBox,令敌人对接触到的目标定期造成伤害。
|
||||
/// 接触伤害:组件启用时把 HitBox 切到 Interval 模式并持续激活,
|
||||
/// 令敌人对停留在判定盒内的目标按固定间隔重复造成伤害。
|
||||
/// 适用于无攻击动画的简单障碍物、环境危险或测试场景。
|
||||
///
|
||||
/// 重复命中由 HitBox 的 Interval 节奏(Enter/Exit 跟踪占用 + Update 轮询)驱动,
|
||||
/// 不再依赖反复 Activate()——后者无法对已停留目标补发 OnTriggerEnter,会导致只命中一次。
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(HitBox))]
|
||||
public class BodyContactDamage : MonoBehaviour
|
||||
@@ -13,20 +17,13 @@ namespace BaseGames.Enemies
|
||||
[SerializeField] private float _repeatInterval = 0.5f;
|
||||
|
||||
private HitBox _hitBox;
|
||||
private float _timer;
|
||||
|
||||
private void Awake() => _hitBox = GetComponent<HitBox>();
|
||||
private void OnEnable() { _hitBox?.Activate(); _timer = 0f; }
|
||||
private void OnDisable() => _hitBox?.Deactivate();
|
||||
|
||||
private void Update()
|
||||
private void OnEnable()
|
||||
{
|
||||
_timer += Time.deltaTime;
|
||||
if (_timer >= _repeatInterval)
|
||||
{
|
||||
_timer = 0f;
|
||||
_hitBox.Activate();
|
||||
}
|
||||
_hitBox?.SetIntervalMode(_repeatInterval);
|
||||
_hitBox?.Activate();
|
||||
}
|
||||
private void OnDisable() => _hitBox?.Deactivate();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -159,6 +159,14 @@ namespace BaseGames.Enemies
|
||||
return;
|
||||
}
|
||||
|
||||
// ── 持续伤害(DoT):只扣血与受击反馈,不打断/不重置硬直状态 ──
|
||||
// 否则燃烧/中毒每个 Tick 都会把敌人重新打入 Hurt 并 InterruptAll,形成硬直锁。
|
||||
if (info.Flags.HasFlag(DamageFlags.IsDoT))
|
||||
{
|
||||
OnDamageTaken(info);
|
||||
return;
|
||||
}
|
||||
|
||||
// ── 受击分级(KnockUp > Stagger > Hurt)──────────────────────
|
||||
PoiseLevel curPoise = _poiseSource?.GetCurrentPoiseLevel() ?? PoiseLevel.None;
|
||||
bool causesStagger = info.Flags.HasFlag(DamageFlags.ForceBreak)
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using BaseGames.Combat;
|
||||
|
||||
@@ -22,8 +23,12 @@ namespace BaseGames.Enemies
|
||||
|
||||
[Header("接触伤害")]
|
||||
[SerializeField] private DamageSourceSO _contactDamageSource;
|
||||
[Tooltip("对停留在体接触范围内的同一目标重复造成伤害的间隔(秒)。")]
|
||||
[SerializeField] private float _contactInterval = 0.5f;
|
||||
|
||||
private Rigidbody2D _rb;
|
||||
// 按目标节流:避免 OnTriggerStay2D 每个物理帧都造成伤害(与 HitBox.Interval 节奏一致)
|
||||
private readonly Dictionary<HurtBox, float> _contactTimers = new();
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
@@ -55,6 +60,12 @@ namespace BaseGames.Enemies
|
||||
var hurtBox = other.GetComponent<HurtBox>();
|
||||
if (hurtBox == null) return;
|
||||
|
||||
// 按目标间隔节流:停留接触时每 _contactInterval 秒最多结算一次,
|
||||
// 不再每个物理帧都调用 ReceiveDamage(命中是否生效仍由承伤方无敌帧决定)。
|
||||
float now = Time.time;
|
||||
if (_contactTimers.TryGetValue(hurtBox, out float last) && now - last < _contactInterval) return;
|
||||
_contactTimers[hurtBox] = now;
|
||||
|
||||
Vector2 knockDir = ((Vector2)other.bounds.center - _rb.position).normalized;
|
||||
var info = DamageInfo.From(
|
||||
_contactDamageSource,
|
||||
|
||||
@@ -116,7 +116,8 @@ namespace BaseGames.Enemies.StatusEffects
|
||||
Amount = (int)_damagePerTick,
|
||||
FinalDamage = (int)_damagePerTick,
|
||||
Type = DamageType.Fire,
|
||||
Flags = DamageFlags.None,
|
||||
// IsDoT:持续伤害只扣血,不让每个 Tick 都把敌人重新打入 Hurt/InterruptAll(避免硬直锁)
|
||||
Flags = DamageFlags.IsDoT,
|
||||
};
|
||||
enemy.TakeDamage(info);
|
||||
}
|
||||
|
||||
@@ -79,6 +79,13 @@ namespace BaseGames.EventChain
|
||||
/// EventChainEditorWindow 在 OnEnable 中订阅此事件。
|
||||
/// </summary>
|
||||
public static event Action<string, string> OnChainExecutedInEditor;
|
||||
|
||||
/// <summary>
|
||||
/// 关闭 Domain Reload 后静态事件不再于进入 Play 时清空,此钩子在任何 Awake 之前将其重置为 null,
|
||||
/// 避免上一次运行残留的编辑器窗口订阅者累积。
|
||||
/// </summary>
|
||||
[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
private static void ResetEditorStaticState() => OnChainExecutedInEditor = null;
|
||||
#endif
|
||||
|
||||
private readonly HashSet<string> _completedChains = new();
|
||||
|
||||
@@ -71,6 +71,9 @@ namespace BaseGames.Input
|
||||
private InputActionMap _ui;
|
||||
private bool _isBound;
|
||||
private InputAction _jumpAction;
|
||||
// 记录每次绑定对应的解绑动作。关闭 Domain Reload 后 InputActionAsset 跨会话存活,
|
||||
// 必须在重新绑定前先解绑旧回调,否则同一输入会被绑定多次、触发多次。
|
||||
private readonly List<Action> _unbinders = new();
|
||||
|
||||
private void EnsureInitialized()
|
||||
{
|
||||
@@ -105,9 +108,20 @@ namespace BaseGames.Input
|
||||
{
|
||||
Debug.Assert(_onPauseRequested != null,
|
||||
"[InputReaderSO] _onPauseRequested 未赋值,请在 Inspector 中指定 EVT_PauseRequested。", this);
|
||||
// Reset private state on every OnEnable so stale ScriptableObject
|
||||
// references from a previous Play session don't cause
|
||||
// 'Map must be contained in state' errors.
|
||||
ResetRuntimeState();
|
||||
// 关闭 Domain Reload 后 OnEnable 不再于每次进入 Play 触发,改由编辑器钩子在进入 Play 前兜住重置。
|
||||
PlayModeResetHook.Register(ResetRuntimeState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置运行时态并重建输入绑定,回到本次 Play 会话的干净起点:
|
||||
/// 先解绑上一次会话残留在 InputActionAsset 上的回调(避免跨会话重复绑定导致多次触发),
|
||||
/// 再清空对外事件订阅者,最后重新初始化并绑定。
|
||||
/// </summary>
|
||||
private void ResetRuntimeState()
|
||||
{
|
||||
UnbindAll();
|
||||
ClearGameplayEvents();
|
||||
_gameplay = null;
|
||||
_ui = null;
|
||||
_isBound = false;
|
||||
@@ -115,6 +129,31 @@ namespace BaseGames.Input
|
||||
EnsureInitialized();
|
||||
}
|
||||
|
||||
/// <summary>解绑本读取器先前注册到 InputActionAsset 上的全部回调。</summary>
|
||||
private void UnbindAll()
|
||||
{
|
||||
foreach (var unbind in _unbinders) unbind();
|
||||
_unbinders.Clear();
|
||||
}
|
||||
|
||||
/// <summary>清空所有对外事件的订阅者,回到零订阅起点(复刻 Domain Reload 的初始状态)。</summary>
|
||||
private void ClearGameplayEvents()
|
||||
{
|
||||
MoveEvent = null;
|
||||
JumpStartedEvent = null; JumpCancelledEvent = null;
|
||||
AttackEvent = null; ParryEvent = null; DashEvent = null;
|
||||
UseSpringEvent = null;
|
||||
SwitchTianHunFormEvent = null; SwitchDiHunFormEvent = null; SwitchMingHunFormEvent = null;
|
||||
SoulSkillEvent = null;
|
||||
SpiritSkill1StartedEvent = null; SpiritSkill1CancelledEvent = null;
|
||||
SpiritSkill2StartedEvent = null; SpiritSkill2CancelledEvent = null;
|
||||
SpellCastEvent = null;
|
||||
InteractEvent = null; InteractCancelledEvent = null;
|
||||
PauseEvent = null; NavigateEvent = null;
|
||||
SubmitEvent = null; CancelEvent = null; PointEvent = null;
|
||||
CycleMinimapZoomEvent = null; MapCenterEvent = null;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_gameplay?.Disable();
|
||||
@@ -245,38 +284,46 @@ namespace BaseGames.Input
|
||||
_onPauseRequested?.Raise();
|
||||
}
|
||||
|
||||
private static void BindStarted(InputActionMap map, string name, Action callback)
|
||||
// 以下绑定方法在挂接回调的同时,把对应的解绑动作记入 _unbinders,
|
||||
// 供 UnbindAll 在跨会话重建前清理,避免回调在 InputActionAsset 上累积。
|
||||
private void BindStarted(InputActionMap map, string name, Action callback)
|
||||
{
|
||||
var action = map.FindAction(name, throwIfNotFound: false);
|
||||
if (action != null)
|
||||
{
|
||||
action.started += _ => callback();
|
||||
|
||||
}
|
||||
else
|
||||
if (action == null)
|
||||
{
|
||||
Debug.LogWarning($"[BindStarted] Action '{name}' not found in map");
|
||||
return;
|
||||
}
|
||||
Action<InputAction.CallbackContext> handler = _ => callback();
|
||||
action.started += handler;
|
||||
_unbinders.Add(() => action.started -= handler);
|
||||
}
|
||||
|
||||
private static void BindPerformed(InputActionMap map, string name,
|
||||
private void BindPerformed(InputActionMap map, string name,
|
||||
Action<InputAction.CallbackContext> callback)
|
||||
{
|
||||
var action = map.FindAction(name, throwIfNotFound: false);
|
||||
if (action != null) action.performed += callback;
|
||||
if (action == null) return;
|
||||
action.performed += callback;
|
||||
_unbinders.Add(() => action.performed -= callback);
|
||||
}
|
||||
|
||||
private static void BindCanceled(InputActionMap map, string name,
|
||||
private void BindCanceled(InputActionMap map, string name,
|
||||
Action<InputAction.CallbackContext> callback)
|
||||
{
|
||||
var action = map.FindAction(name, throwIfNotFound: false);
|
||||
if (action != null) action.canceled += callback;
|
||||
if (action == null) return;
|
||||
action.canceled += callback;
|
||||
_unbinders.Add(() => action.canceled -= callback);
|
||||
}
|
||||
|
||||
private static void BindCanceled(InputActionMap map, string name, Action callback)
|
||||
private void BindCanceled(InputActionMap map, string name, Action callback)
|
||||
{
|
||||
var action = map.FindAction(name, throwIfNotFound: false);
|
||||
if (action != null) action.canceled += _ => callback();
|
||||
if (action == null) return;
|
||||
Action<InputAction.CallbackContext> handler = _ => callback();
|
||||
action.canceled += handler;
|
||||
_unbinders.Add(() => action.canceled -= handler);
|
||||
}
|
||||
|
||||
// ── Rebinding API (P4-3) ──────────────────────────────────────────────
|
||||
|
||||
@@ -192,9 +192,23 @@ namespace BaseGames.Player
|
||||
/// <summary>Debug:开启/关闭无敌模式(不计入无敌帧,永久生效直至关闭)。</summary>
|
||||
public void SetGodMode(bool v) { _isGodMode = v; }
|
||||
|
||||
/// <summary>
|
||||
/// 受伤入口(含无敌帧判定)。供绕过 HurtBox 的简单环境伤害(如 World 危险区 HazardZone)直接调用。
|
||||
/// 经 HurtBox / PlayerController 流水线的伤害已在上游完成 flag 感知的无敌判定,应调用 <see cref="ApplyDamage"/>。
|
||||
/// </summary>
|
||||
public void TakeDamage(int amount)
|
||||
{
|
||||
if (_isGodMode || IsInvincible || !IsAlive || amount <= 0) return;
|
||||
if (IsInvincible) return;
|
||||
ApplyDamage(amount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 原始扣血(不做无敌判定)。无敌是否生效由上游单一闸门(PlayerController.TakeDamage(DamageInfo))
|
||||
/// 依据 DamageFlags.IgnoreIFrame 决定;此处只负责扣血与广播。GodMode 仍然豁免。
|
||||
/// </summary>
|
||||
public void ApplyDamage(int amount)
|
||||
{
|
||||
if (_isGodMode || !IsAlive || amount <= 0) return;
|
||||
CurrentHP = Mathf.Max(0, CurrentHP - amount);
|
||||
_onHPChanged?.Raise(CurrentHP);
|
||||
OnDamaged?.Invoke();
|
||||
|
||||
@@ -94,23 +94,30 @@ namespace BaseGames.Player.States
|
||||
|
||||
public void TakeDamage(DamageInfo info)
|
||||
{
|
||||
if (_stats == null) return;
|
||||
_stats.TakeDamage(info.FinalDamage);
|
||||
if (_stats == null || !_stats.IsAlive) return;
|
||||
|
||||
// 当前状态标记为无敌(如旧版冲刺状态),或 Stats 层无敌窗口仍激活
|
||||
// (冲刺无敌帧 DashInvincibilityDuration 内:跳过受击硬直;窗口过期后可被打断)
|
||||
if (_currentState?.IsInvincible == true || (_stats != null && _stats.IsInvincible)) return;
|
||||
// ── 唯一无敌闸门(认 flag)──────────────────────────────────────
|
||||
// 状态级无敌(冲刺)或 Stats 级无敌窗口激活时,普通伤害被挡;
|
||||
// 携带 IgnoreIFrame 的伤害(DoT / 陷阱 / 环境)穿透无敌。
|
||||
bool invincible = (_currentState?.IsInvincible == true) || _stats.IsInvincible;
|
||||
if (invincible && !info.Flags.HasFlag(DamageFlags.IgnoreIFrame)) return;
|
||||
|
||||
if (_stats.IsAlive)
|
||||
{
|
||||
GetState<HurtState>()?.Initialize(info);
|
||||
TransitionTo(GetState<HurtState>());
|
||||
}
|
||||
else
|
||||
// 原始扣血(无敌判定已在上面完成,避免下游再做 flag-blind 拦截)
|
||||
_stats.ApplyDamage(info.FinalDamage);
|
||||
|
||||
if (!_stats.IsAlive)
|
||||
{
|
||||
TransitionTo(GetState<DeadState>());
|
||||
_onPlayerDied?.Raise();
|
||||
return;
|
||||
}
|
||||
|
||||
// ── 持续伤害(DoT):只扣血,不打断硬直、不授予无敌帧 ──────────
|
||||
if (info.Flags.HasFlag(DamageFlags.IsDoT)) return;
|
||||
|
||||
// 一次性打击:进入受击硬直(HurtState.OnStateEnter 内授予慈悲无敌帧)
|
||||
GetState<HurtState>()?.Initialize(info);
|
||||
TransitionTo(GetState<HurtState>());
|
||||
}
|
||||
|
||||
// ── IPoiseSource 实现(架构 06_CombatModule §13)─────────────────────
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Core.Events;
|
||||
using BaseGames.Core.Save;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -41,10 +42,23 @@ namespace BaseGames.World
|
||||
public event Action<WorldObjectCategory, string[]> OnBatchStateChanged;
|
||||
|
||||
/// <summary>
|
||||
/// Editor 重新进入 Play Mode 时 ScriptableObject 保留上一次运行的状态,
|
||||
/// OnEnable 在域重载(Domain Reload)和每次 Play 开始时都会调用,确保状态干净。
|
||||
/// ScriptableObject 会在多次 Play 会话间保留运行时状态,进入 Play 前必须清干净。
|
||||
/// 关闭 Domain Reload 后 OnEnable 不再于每次进入 Play 触发,故同时登记到 PlayModeResetHook,
|
||||
/// 由编辑器钩子在进入 Play 前兜住重置(构建中仍由 OnEnable 负责)。
|
||||
/// </summary>
|
||||
private void OnEnable() => _states.Clear();
|
||||
private void OnEnable()
|
||||
{
|
||||
ResetRuntimeState();
|
||||
PlayModeResetHook.Register(ResetRuntimeState);
|
||||
}
|
||||
|
||||
/// <summary>清空运行时状态字典与变更事件订阅者,回到干净起点。</summary>
|
||||
private void ResetRuntimeState()
|
||||
{
|
||||
_states.Clear();
|
||||
OnStateChanged = null;
|
||||
OnBatchStateChanged = null;
|
||||
}
|
||||
|
||||
// ── 泛化 API ─────────────────────────────────────────────────────────
|
||||
/// <summary>检查指定类别中 id 是否已标记。</summary>
|
||||
|
||||
@@ -185,3 +185,14 @@ Overall average: **60-90% token reduction** on common development operations.
|
||||
- 每完成一个逻辑单元就提交一次,保持提交粒度小、可回溯。
|
||||
- 提交信息遵循现有风格(中文 + 类型前缀,如 `feat(ui):` / `refactor:` / `docs:` / `fix:`)。
|
||||
- 使用 RTK:`rtk git add ... && rtk git commit -m "..."`。
|
||||
|
||||
## 6. 根因修复,禁止下游兜底掩盖问题
|
||||
|
||||
修复任何问题时,**必须定位并修复根因,使功能在正常路径上如预期正确运行**;**禁止**用兜底 / 回退 / 容错分支在下游把症状盖住、让问题表面上"不再出现"。
|
||||
|
||||
- ❌ 禁止:在消费端加 fallback 自动补一个默认值/默认对象来掩盖上游漏配(例:探测器发现交互物没有提示子节点,就运行时自动实例化一个默认提示——这掩盖了"创建链路没产出正确对象"的真问题)。
|
||||
- ❌ 禁止:用 `try/catch` 吞异常、`?? 默认值`、`if(null) return` 等手段让错误静默通过,而不修产生该错误的源头。
|
||||
- ✅ 正确:让**创建链路(脚手架)本身产出完整正确的对象**;已存在的错误数据,直接**修正为正确状态**(如把误置的物理层改回规范层、补齐漏绑的引用),而不是在运行时绕过。
|
||||
- ✅ 正确:源头无法即时修复时,应**显式报错 / 校验失败**(写入自检工具、抛出明确异常),把问题暴露出来,而非隐藏。
|
||||
- 判据:问"如果去掉这段代码,问题会不会暴露出来?"——若答案是"会,且暴露的是真问题",那这段就是在掩盖问题,应删除并改修根因。
|
||||
- 兜底/默认值仅允许用于**合法的业务缺省**(如可选配置留空有明确语义),不得用于**遮盖本应正确配置却没配好**的情况。
|
||||
|
||||
@@ -24,10 +24,10 @@ EditorSettings:
|
||||
m_EnableEditorAsyncCPUTextureLoading: 0
|
||||
m_AsyncShaderCompilation: 1
|
||||
m_PrefabModeAllowAutoSave: 1
|
||||
m_EnterPlayModeOptionsEnabled: 0
|
||||
m_EnterPlayModeOptions: 1
|
||||
m_EnterPlayModeOptionsEnabled: 1
|
||||
m_EnterPlayModeOptions: 2
|
||||
m_GameObjectNamingDigits: 1
|
||||
m_GameObjectNamingScheme: 0
|
||||
m_GameObjectNamingScheme: 2
|
||||
m_AssetNamingUsesSpace: 1
|
||||
m_InspectorUseIMGUIDefaultInspector: 0
|
||||
m_UseLegacyProbeSampleCount: 0
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &1
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 53
|
||||
m_ObjectHideFlags: 61
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
|
||||