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; // 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; _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($"[HitBox] {name}: Collider2D.isTrigger 应为 true。", this); // 缓存 IClashService:OnTriggerEnter2D 为物理热路径,避免每次调用 Dictionary 查找 _clashService = ServiceLocator.GetOrDefault(); // 缓存宿主投射物(仅 Projectile GameObject 上挂载的 HitBox 非 null) _ownerProjectile = GetComponent(); } private void OnDisable() { _isActive = false; _hitThisActivation.Clear(); _hitCooldownTimers.Clear(); } private void OnTriggerExit2D(Collider2D other) { // 目标离开判定区域时清除其冷却记录,防止持续激活的 HitBox(环境危险等) // 因有效目标持续流动而无限积累已离场对象。 // 注意:_hitThisActivation 刻意保留,确保同一激活期内不重复命中。 _hitCooldownTimers.Remove(other); } private void OnTriggerEnter2D(Collider2D other) { if (!_isActive) return; if (_currentSource == null) { Debug.LogWarning($"[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) { var rivalHitBox = other.GetComponent(); if (rivalHitBox != null && rivalHitBox.IsActive && rivalHitBox.CanClash) { _clashService?.ResolveClash(this, rivalHitBox); return; // 拼刀,中止伤害流水线 } } // ② 命中 HurtBox var hurtBox = other.GetComponent(); if (hurtBox != null) { // 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) other.GetComponent()?.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; // HitBox:激活 = 鲜红,非激活 = 极淡红轮廓 Gizmos.color = _isActive ? new Color(1f, 0.15f, 0.15f, 1f) : new Color(1f, 0.15f, 0.15f, 0.2f); DrawCollider2DWire(col); } // ──────────────────────────────────────────────────── // Gizmo 辅助(内联,不依赖外部工具类) // ──────────────────────────────────────────────────── /// /// 根据 Collider2D 类型绘制正确的 wire 轮廓。 /// 使用 统一应用 Transform 的移动/旋转/缩放。 /// public static void DrawCollider2DWire(Collider2D col) { var prev = Gizmos.matrix; Gizmos.matrix = col.transform.localToWorldMatrix; switch (col) { case BoxCollider2D box: DrawWireRect2D(box.offset, box.size); break; case CapsuleCollider2D caps: DrawWireCapsule2D(caps.offset, caps.size, caps.direction); break; case PolygonCollider2D poly: for (int p = 0; p < poly.pathCount; p++) { var pts = poly.GetPath(p); for (int i = 0; i < pts.Length; i++) Gizmos.DrawLine(pts[i], pts[(i + 1) % pts.Length]); } break; case CircleCollider2D circle: DrawWireCircle2D(circle.offset, circle.radius); break; default: // 其他类型回退到 bounds 近似(恢复矩阵后在世界空间绘制) Gizmos.matrix = prev; DrawWireRect2D(col.bounds.center, col.bounds.size); return; } Gizmos.matrix = prev; } /// 在当前 Gizmos 坐标系中绘制轴对齐矩形(2D 线框,兼容透视相机)。 public static void DrawWireRect2D(Vector2 center, Vector2 size) { float hx = size.x * 0.5f, hy = size.y * 0.5f; Vector3 tl = new Vector3(center.x - hx, center.y + hy, 0f); Vector3 tr = new Vector3(center.x + hx, center.y + hy, 0f); Vector3 br = new Vector3(center.x + hx, center.y - hy, 0f); Vector3 bl = new Vector3(center.x - hx, center.y - hy, 0f); Gizmos.DrawLine(tl, tr); Gizmos.DrawLine(tr, br); Gizmos.DrawLine(br, bl); Gizmos.DrawLine(bl, tl); } /// 用线段近似绘制 2D 圆周(不使用 DrawWireSphere,兼容透视相机)。 public static void DrawWireCircle2D(Vector3 center, float radius, int segs = 32) { float step = 360f / segs; Vector3 prevPt = center + new Vector3(radius, 0f, 0f); for (int i = 1; i <= segs; i++) { float a = i * step * Mathf.Deg2Rad; Vector3 nextPt = center + new Vector3(Mathf.Cos(a) * radius, Mathf.Sin(a) * radius, 0f); Gizmos.DrawLine(prevPt, nextPt); prevPt = nextPt; } } /// 绘制 2D 胶囊轮廓(在 col.transform 局部坐标系中)。 private static void DrawWireCapsule2D(Vector2 offset, Vector2 size, CapsuleDirection2D dir) { 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 perp = vert ? Vector2.right : Vector2.up; Vector2 capA = offset + axis * half; Vector2 capB = offset - axis * half; Gizmos.DrawLine(capA + perp * radius, capB + perp * radius); Gizmos.DrawLine(capA - perp * radius, capB - perp * radius); DrawArc2D(capA, radius, vert ? 0f : -90f, 180f); DrawArc2D(capB, radius, vert ? 180f : 90f, 180f); } /// 用多段直线近似绘制 2D 圆弧。 private static void DrawArc2D(Vector2 c, float r, float startDeg, float spanDeg, int segs = 20) { float step = spanDeg / segs; var prev = c + new Vector2(Mathf.Cos(startDeg * Mathf.Deg2Rad) * r, Mathf.Sin(startDeg * Mathf.Deg2Rad) * r); for (int i = 1; i <= segs; i++) { float a = (startDeg + step * i) * Mathf.Deg2Rad; var next = c + new Vector2(Mathf.Cos(a) * r, Mathf.Sin(a) * r); Gizmos.DrawLine(prev, next); prev = next; } } #endif } }