using System.Collections.Generic; using UnityEngine; using BaseGames.Core; namespace BaseGames.Combat { /// /// 攻击判定盒。挂载在武器 Prefab 或技能 HitBox Prefab 的子节点上。 /// 直接挂在 Player Prefab 子节点 [HitBoxGround/Up/Down/Air]。 /// Collider2D 需设 IsTrigger = true,Layer = PlayerHitBox 或 EnemyHitBox。 /// [RequireComponent(typeof(Collider2D))] public class HitBox : MonoBehaviour { [SerializeField] private DamageSourceSO _defaultSource; [SerializeField] private float _hitCooldown = 0.1f; /// /// 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。 /// [SerializeField] private string _id = ""; public string Id => _id; /// /// 对立阵营 HitBox 所在的 Layer 掩码(用于拼刀检测)。 /// Inspector 中将 PlayerHitBox 与 EnemyHitBox 两个 Layer 均勾选。 /// [SerializeField] private LayerMask _rivalHitBoxMask; private DamageSourceSO _currentSource; private Transform _attackerTransform; private Rigidbody2D _ownerRigidbody; private bool _isActive; private IClashService _clashService; private Collider2D _collider; /// HitBox 当前是否激活(供 ClashResolver 查询)。 public bool IsActive => _isActive; /// 当前 Source 是否携带 CanClash 标记(供 ClashResolver 查询)。 public bool CanClash => _currentSource != null && _currentSource.Flags.HasFlag(DamageFlags.CanClash); /// 宿主角色的 Rigidbody2D(用于拼刀弹开力计算)。 public Rigidbody2D OwnerRigidbody => _ownerRigidbody; // 拼刀检测所需的对立层掩码(Inspector 配置) /// 命中确认委托(PlayerCombat / EnemyCombat 订阅)。 public event System.Action OnHitConfirmed; // 宿主投射物缓存(Activate 时填入,DamageInfo.SourceProjectile 写入用) private Projectile _ownerProjectile; /// /// 激活 HitBox。source/attacker 均可选,未传则使用 Inspector 默认值。 /// ⚠️ 不存在 Activate(float duration) 重载。 /// public void Activate(DamageSourceSO source = null, Transform attacker = null) { _currentSource = source ?? _defaultSource; _attackerTransform = attacker ?? transform; _isActive = true; _collider.enabled = true; // 缓存宿主 Rigidbody2D(沿父层级向上查找) _ownerRigidbody = _attackerTransform.GetComponentInParent(); // 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(); } public void Deactivate() { _isActive = false; _collider.enabled = false; _hitThisActivation.Clear(); _hitCooldownTimers.Clear(); } /// 仅替换当前 DamageSource(不改变激活状态,供 PlayerCombat 连击段切换)。 public void SetDamageSource(DamageSourceSO source) { if (source != null) _currentSource = source; } private void Awake() { // 确保 Collider2D 是 Trigger _collider = GetComponent(); if (!_collider.isTrigger) Debug.LogWarning($"[HitBox] {name}: Collider2D.isTrigger 应为 true。", this); // 初始状态关闭碰撞体,防止未激活时产生物理检测 _collider.enabled = false; // 缓存 IClashService:OnTriggerEnter2D 为物理热路径,避免每次调用 Dictionary 查找 _clashService = ServiceLocator.GetOrDefault(); // 缓存宿主投射物(仅 Projectile GameObject 上挂载的 HitBox 非 null) _ownerProjectile = GetComponent(); } private void OnDisable() { _isActive = false; if (_collider != null) _collider.enabled = false; _hitThisActivation.Clear(); _hitCooldownTimers.Clear(); } private void OnTriggerExit2D(Collider2D other) { // 目标离开判定区域时清除其冷却记录,防止持续激活的 HitBox(环境危险等) // 因有效目标持续流动而无限积累已离场对象。 // 注意:_hitThisActivation 刻意保留,确保同一激活期内不重复命中。 _hitCooldownTimers.Remove(other); } private void OnTriggerEnter2D(Collider2D other) { if (!_isActive) return; if (_currentSource == null) { Debug.LogWarning($"[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 (!_hitThisActivation.Add(other)) return; if (!CheckCooldown(other)) return; // 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; Vector2 knockDir = ((Vector2)other.bounds.center - (Vector2)_attackerTransform.position).normalized; // ⚡ 零 GC:struct 工厂,运行时字段内联传入 var info = DamageInfo.From( _currentSource, knockDir, _attackerTransform.position, _attackerTransform.gameObject.layer, _ownerProjectile); // ① 拼刀检测:当前 HitBox 携带 CanClash 标记,且碰到对立阵营的 HitBox 层 int otherLayer = other.gameObject.layer; bool isRivalHitBoxLayer = (_rivalHitBoxMask.value & (1 << otherLayer)) != 0; if (isRivalHitBoxLayer && CanClash) { if (other.TryGetComponent(out var rivalHitBox) && rivalHitBox.IsActive && rivalHitBox.CanClash) { _clashService?.ResolveClash(this, rivalHitBox); return; // 拼刀,中止伤害流水线 } } // ② 命中 HurtBox if (other.TryGetComponent(out var hurtBox)) { // 用 HitBox 自身碰撞盒中心在 HurtBox 表面上的最近点作为受击位置。 // 对大体积/长条形受击体(如地刺),此点远比 HurtBox 节点中心更准确。 Vector3 hitPoint = other.ClosestPoint(_collider.bounds.center); hurtBox.ReceiveDamage(info, hitPoint); OnHitConfirmed?.Invoke(info); return; } // ③ 命中 IBreakable(机关/障碍物) if (other.TryGetComponent(out var breakable)) breakable.TryInteract(info); } // ── 当前激活期已命中目标集合(防止复合子 Collider 导致同帧多次命中)──────────── private readonly HashSet _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 _hitCooldownTimers = new(8); private bool CheckCooldown(Collider2D other) { float now = Time.time; if (_hitCooldownTimers.TryGetValue(other, out float last) && now - last < _hitCooldown) return false; _hitCooldownTimers[other] = now; return true; } #if UNITY_EDITOR private void OnDrawGizmos() { var col = GetComponent(); if (col == null) return; Color fill = _isActive ? new Color(1f, 0.15f, 0.15f, 0.25f) : new Color(1f, 0.15f, 0.15f, 0.05f); Color outline = _isActive ? new Color(1f, 0.15f, 0.15f, 0.90f) : new Color(1f, 0.15f, 0.15f, 0.25f); DrawCollider2DFilled(col, fill, outline); } // ── Gizmo 辅助(填充 + 轮廓,不依赖外部工具类)────────────────────────── /// 根据 Collider2D 类型绘制带填充色和轮廓的 2D Gizmo(供 HurtBox 等复用)。 public static void DrawCollider2DFilled(Collider2D col, Color fill, Color outline) { var prevMatrix = UnityEditor.Handles.matrix; UnityEditor.Handles.matrix = col.transform.localToWorldMatrix; switch (col) { case BoxCollider2D box: DrawFilledRect2D(box.offset, box.size, fill, outline); break; case CircleCollider2D circle: DrawFilledCircle2D(circle.offset, circle.radius, fill, outline); break; case CapsuleCollider2D caps: DrawFilledCapsule2D(caps.offset, caps.size, caps.direction, fill, outline); break; case PolygonCollider2D poly: for (int p = 0; p < poly.pathCount; p++) DrawFilledPolygonPath2D(poly.GetPath(p), fill, outline); break; default: UnityEditor.Handles.matrix = Matrix4x4.identity; DrawFilledRect2D(col.bounds.center, col.bounds.size, fill, outline); break; } UnityEditor.Handles.matrix = prevMatrix; } /// 向后兼容的线框接口(内部改调 DrawCollider2DFilled)。 public static void DrawCollider2DWire(Collider2D col) => DrawCollider2DFilled(col, new Color(1f, 1f, 1f, 0.05f), new Color(1f, 1f, 1f, 0.8f)); private static void DrawFilledRect2D(Vector2 center, Vector2 size, Color fill, Color outline) { float hx = size.x * 0.5f, hy = size.y * 0.5f; var verts = new Vector3[] { new Vector3(center.x - hx, center.y + hy, 0f), new Vector3(center.x + hx, center.y + hy, 0f), new Vector3(center.x + hx, center.y - hy, 0f), new Vector3(center.x - hx, center.y - hy, 0f), }; UnityEditor.Handles.DrawSolidRectangleWithOutline(verts, fill, outline); } private static void DrawFilledCircle2D(Vector2 center, float radius, Color fill, Color outline) { Vector3 c = new Vector3(center.x, center.y, 0f); UnityEditor.Handles.color = fill; UnityEditor.Handles.DrawSolidDisc(c, Vector3.back, radius); UnityEditor.Handles.color = outline; UnityEditor.Handles.DrawWireDisc(c, Vector3.back, radius); } private static readonly System.Collections.Generic.List _capsuleVertsBuf = new System.Collections.Generic.List(64); private static void DrawFilledCapsule2D(Vector2 offset, Vector2 size, CapsuleDirection2D dir, Color fill, Color outline) { bool vert = dir == CapsuleDirection2D.Vertical; float radius = vert ? size.x * 0.5f : size.y * 0.5f; float half = Mathf.Max(0f, (vert ? size.y : size.x) * 0.5f - radius); Vector2 axis = vert ? Vector2.up : Vector2.right; Vector2 capA = offset + axis * half; // 顶部(竖向)或右端(横向)圆心 Vector2 capB = offset - axis * half; // 底部(竖向)或左端(横向)圆心 const int segs = 12; _capsuleVertsBuf.Clear(); float baseA = vert ? 0f : -Mathf.PI * 0.5f; for (int i = 0; i <= segs; i++) { float a = baseA + (float)i / segs * Mathf.PI; _capsuleVertsBuf.Add(new Vector3(capA.x + Mathf.Cos(a) * radius, capA.y + Mathf.Sin(a) * radius, 0f)); } float baseB = vert ? Mathf.PI : Mathf.PI * 0.5f; for (int i = 0; i <= segs; i++) { float a = baseB + (float)i / segs * Mathf.PI; _capsuleVertsBuf.Add(new Vector3(capB.x + Mathf.Cos(a) * radius, capB.y + Mathf.Sin(a) * radius, 0f)); } var arr = _capsuleVertsBuf.ToArray(); UnityEditor.Handles.color = fill; UnityEditor.Handles.DrawAAConvexPolygon(arr); UnityEditor.Handles.color = outline; for (int i = 0; i < arr.Length; i++) UnityEditor.Handles.DrawLine(arr[i], arr[(i + 1) % arr.Length]); } private static void DrawFilledPolygonPath2D(Vector2[] path, Color fill, Color outline) { if (path == null || path.Length < 3) return; var verts = System.Array.ConvertAll(path, p => new Vector3(p.x, p.y, 0f)); UnityEditor.Handles.color = fill; UnityEditor.Handles.DrawAAConvexPolygon(verts); // 凹多边形仅轮廓准确,填充近似 UnityEditor.Handles.color = outline; for (int i = 0; i < verts.Length; i++) UnityEditor.Handles.DrawLine(verts[i], verts[(i + 1) % verts.Length]); } #endif } }