using UnityEngine;
using BaseGames.Combat;
namespace BaseGames.Combat
{
///
/// 技能 HitBox 实例(架构 09_ProgressionModule §9 SkillHitBoxInstance)。
/// 挂载于技能 HitBox Prefab 根节点。
/// 命名规范: Assets/Prefabs/Skills/SKL_{skillId}_HitBox.prefab
///
/// Prefab 内部层级示例(近战 AoE 技能):
/// [SKL_SkySlash_HitBox]
/// └── [HitBox] ← 扇形/圆形 PolygonCollider2D
/// └── HitBox.cs
///
public class SkillHitBoxInstance : MonoBehaviour
{
[SerializeField] private HitBox[] _hitBoxes; // 技能可有多个 HitBox(多段伤害)
public event System.Action OnHitConfirmed;
private Coroutine _returnCoroutine;
// 按 duration 缓存 WaitForSeconds,同一技能复用无 GC 分配
private WaitForSeconds _cachedWait;
private float _cachedWaitDuration = float.NaN;
private void Awake()
{
foreach (var hb in _hitBoxes)
{
if (hb == null) continue;
hb.OnHitConfirmed += info => OnHitConfirmed?.Invoke(info);
}
}
/// 激活所有 HitBox,传入伤害数据源和攻击者 Transform。
public void Activate(DamageSourceSO source, Transform attacker)
{
foreach (var hb in _hitBoxes)
hb?.Activate(source, attacker);
}
///
/// duration 秒后归还对象池(SetActive false)。
/// 由 SkillManager 对象池调用;替代旧版 Destroy 流程。
///
public void AutoReturnAfter(float duration)
{
if (!Mathf.Approximately(_cachedWaitDuration, duration))
{
_cachedWaitDuration = duration;
_cachedWait = new WaitForSeconds(duration);
}
if (_returnCoroutine != null) StopCoroutine(_returnCoroutine);
_returnCoroutine = StartCoroutine(ReturnCoroutine());
}
private System.Collections.IEnumerator ReturnCoroutine()
{
yield return _cachedWait;
foreach (var hb in _hitBoxes)
hb?.Deactivate();
_returnCoroutine = null;
gameObject.SetActive(false); // 触发对象池回收
}
/// duration 秒后销毁(非池化路径,保留向后兼容)。
public void AutoDestroyAfter(float duration)
=> Destroy(gameObject, Mathf.Max(0f, duration));
private void OnDestroy()
{
foreach (var hb in _hitBoxes)
hb?.Deactivate();
}
}
}