using UnityEngine;
namespace BaseGames.Combat
{
///
/// 子碰撞体代理。挂载在 HitBox 子节点上,将 Trigger 事件转发给父级 HitBox,
/// 实现"单一 HitBox 组件 + 多个异形 Collider2D"的组合判定盒。
///
/// 配置说明(子节点多形状模式):
/// [AttackNode] ← HitBox 组件(本身可不带 Collider2D)
/// ├── [Shape_Box] ← BoxCollider2D + HitBoxColliderProxy
/// └── [Shape_Circle] ← CircleCollider2D + HitBoxColliderProxy
///
/// ⚠️ 子节点 Collider2D 须设 IsTrigger = true,Layer 与父 HitBox 一致。
/// ⚠️ 无需手动调用 Init();HitBox.Awake() 自动完成注册。
///
[RequireComponent(typeof(Collider2D))]
public sealed class HitBoxColliderProxy : MonoBehaviour
{
private HitBox _owner;
private Collider2D _col;
/// 由父 HitBox.Awake() 调用,完成双向注册。
internal void Init(HitBox owner)
{
_owner = owner;
_col = GetComponent();
if (!_col.isTrigger)
Debug.LogWarning($"[HitBoxColliderProxy] {name}: Collider2D.isTrigger 应为 true。", this);
_col.enabled = false;
}
internal void SetEnabled(bool value)
{
if (_col != null) _col.enabled = value;
}
private void OnTriggerEnter2D(Collider2D other) => _owner?.HandleTriggerEnter(other, _col);
private void OnTriggerExit2D(Collider2D other) => _owner?.HandleTriggerExit(other);
}
}