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。
///
/// 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。
///
///
/// 命中节奏模式。
///
/// - :每次激活对每个目标只判一次(近战挥击、普通投射物)。
/// - :对停留在判定盒内的同一目标,每 _hitInterval 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。
///
///
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;
///
/// 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;
// 直属碰撞体(本 GameObject 上)
private Collider2D[] _directColliders = System.Array.Empty();
// 子节点代理碰撞体
private HitBoxColliderProxy[] _proxies = System.Array.Empty();
// 激活 ID:每次 Activate() 递增,写入 DamageInfo.HitActivationId,
// HurtBoxOwnerGuard 据此防止多 HurtBox 节点被同一次攻击重复扣血。
private static uint _nextActivationId = 1;
private uint _currentActivationId;
/// 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)
{
_currentActivationId = _nextActivationId++;
_currentSource = source ?? _defaultSource;
_attackerTransform = attacker ?? transform;
_isActive = true;
_ownerRigidbody = _attackerTransform.GetComponentInParent();
foreach (var col in _directColliders) col.enabled = true;
foreach (var proxy in _proxies) proxy.SetEnabled(true);
// 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()
{
_isActive = false;
foreach (var col in _directColliders) col.enabled = false;
foreach (var proxy in _proxies) proxy.SetEnabled(false);
_hitThisActivation.Clear();
_hitCooldownTimers.Clear();
_intervalTargets.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()
{
// 收集本节点上所有直属 Collider2D,并验证 isTrigger
_directColliders = GetComponents();
foreach (var col in _directColliders)
{
if (!col.isTrigger)
Debug.LogWarning($"[HitBox] {name}: Collider2D ({col.GetType().Name}) isTrigger 应为 true。", this);
col.enabled = false;
}
// 注册所有子代 HitBoxColliderProxy(子节点多形状模式)
_proxies = GetComponentsInChildren(true);
foreach (var proxy in _proxies)
proxy.Init(this);
// 缓存 IClashService:OnTriggerEnter2D 为物理热路径,避免每次调用 Dictionary 查找
_clashService = ServiceLocator.GetOrDefault();
// 缓存宿主投射物(仅 Projectile GameObject 上挂载的 HitBox 非 null)
_ownerProjectile = GetComponent();
}
private void OnDisable()
{
_isActive = false;
foreach (var col in _directColliders) if (col != null) col.enabled = false;
foreach (var proxy in _proxies) proxy.SetEnabled(false);
_hitThisActivation.Clear();
_hitCooldownTimers.Clear();
_intervalTargets.Clear();
}
private void Update()
{
// 仅 Interval 模式需要轮询:对仍停留在判定盒内的目标按间隔重判
if (!_isActive || _hitMode != HitMode.Interval || _intervalTargets.Count == 0) return;
float now = Time.time;
_intervalTickBuffer.Clear();
foreach (var kv in _intervalTargets)
if (now - kv.Value >= _hitInterval) _intervalTickBuffer.Add(kv.Key);
for (int i = 0; i < _intervalTickBuffer.Count; i++)
{
Collider2D col = _intervalTickBuffer[i];
// 目标被销毁/禁用:移除占用记录(Exit 可能因对象失活而未触发)
if (col == null || !col.isActiveAndEnabled)
{
_intervalTargets.Remove(col);
continue;
}
_intervalTargets[col] = now;
DealDamage(col, null);
}
}
private void OnTriggerEnter2D(Collider2D other) => HandleTriggerEnter(other, null);
private void OnTriggerExit2D(Collider2D other) => HandleTriggerExit(other);
/// 代理入口:由 HitBoxColliderProxy 或本节点 OnTriggerEnter2D 转发。
internal void HandleTriggerEnter(Collider2D other, Collider2D sourceCollider)
{
if (!_isActive) return;
if (_currentSource == null)
{
Debug.LogWarning($"[HitBox] {name}: 无 DamageSourceSO,跳过命中。", this);
return;
}
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);
}
///
/// 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。
///
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;
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);
info.HitActivationId = _currentActivationId;
// 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))
{
// hitPoint:优先使用触发命中的碰撞体中心在 HurtBox 表面的最近点;
// 无 sourceCollider(直属碰撞体)时回退到 HitBox 节点坐标。
Vector2 hitOrigin = sourceCollider != null
? (Vector2)sourceCollider.bounds.center
: (Vector2)transform.position;
Vector3 hitPoint = other.ClosestPoint(hitOrigin);
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);
// ── 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 _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 _intervalTickBuffer = new(8);
///
/// 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 对停留目标重复造成伤害,
/// 而不依赖 OnTriggerEnter 的单次语义。
///
public void SetIntervalMode(float interval)
{
_hitMode = HitMode.Interval;
if (interval > 0f) _hitInterval = interval;
}
/// 代理出口:由 HitBoxColliderProxy 或本节点 OnTriggerExit2D 转发。
internal void HandleTriggerExit(Collider2D other)
{
// 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)
{
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()
{
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);
// 直属碰撞体
foreach (var col in GetComponents())
DrawCollider2DFilled(col, fill, outline);
// 子代代理碰撞体
foreach (var proxy in GetComponentsInChildren(true))
{
var proxyCol = proxy.GetComponent();
if (proxyCol != null) DrawCollider2DFilled(proxyCol, 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
}
}