Files
zeling_v2/Assets/_Game/Scripts/Combat/HurtBox.cs
Joywayer 06048c966a feat: Add HurtBoxOwnerGuard to prevent multiple damage registrations from the same HitBox activation
- Implemented HurtBoxOwnerGuard to ensure that multiple HurtBoxes on the same character do not register damage multiple times during a single HitBox activation.
- Added custom editor for HitBox to facilitate the creation of shape colliders with HitBoxColliderProxy.
- Introduced PhysicsPerceptionSystem for enemy perception, supporting multiple detection modes including RangeCircle, BatchLOS, FanCast, and BoxCast.
- Created EnemyPatrolZone to define patrol and chase areas for enemies, allowing for shared zones among multiple enemies.
- Added BD_IsOutsideZone conditional task for Behavior Designer to check if an enemy or player is outside a defined patrol zone.
2026-06-02 16:10:44 +08:00

155 lines
7.2 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using UnityEngine;
using BaseGames.Parry;
namespace BaseGames.Combat
{
/// <summary>
/// 受击盒组件。实现完整 8 步伤害流水线(架构 06_CombatModule §5
/// 挂载在角色根节点或指定子节点上Collider2D 需设 IsTrigger = true
/// Layer = PlayerHurtBox 或 EnemyHurtBox。
/// </summary>
[RequireComponent(typeof(Collider2D))]
public class HurtBox : MonoBehaviour
{
// ── 伤害接受方Awake 注入)──────────────────────────────────────────
private IDamageable _owner;
private IShieldable _shieldable; // 由 PlayerController.Awake() 注入
private ParrySystem _parrySystem; // 由 PlayerController.Awake() 注入
private IPoiseSource _poiseSource; // 由 EnemyBase.Awake() 注入
private IStatusEffectable _statusEffectable; // Awake 缓存,避免每次受击调用 GetComponent
private bool _isHurtBoxInvincible;
private bool _isActive = true;
// 所有者级去重保护:防止同一角色的多个 HurtBox 子节点在同一次 HitBox 激活中被重复伤害
private HurtBoxOwnerGuard _ownerGuard;
// ── 事件频道 ──────────────────────────────────────────────────────────
[SerializeField] private DamageInfoEventChannelSO _onDamageDealt;
[SerializeField] private HitConfirmedEventChannelSO _onHitConfirmed;
// ── 注入接口 ──────────────────────────────────────────────────────────
public void SetShieldable(IShieldable shieldable) => _shieldable = shieldable;
public void SetParrySystem(ParrySystem ps) => _parrySystem = ps;
public void SetPoiseSource(IPoiseSource src) => _poiseSource = src;
public void SetInvincible(bool value) => _isHurtBoxInvincible = value;
public void SetActive(bool value) => _isActive = value;
#if UNITY_EDITOR
// 付给编辑器的只读属性——避免反射并限制编辑器与运行时字段名耐合性。
public object EditorOwner => _owner;
public object EditorShieldable => _shieldable;
public object EditorParrySystem => _parrySystem;
public object EditorPoiseSource => _poiseSource;
public object EditorStatusEffectable => _statusEffectable;
#endif
private void Awake()
{
_owner = GetComponentInParent<IDamageable>();
_statusEffectable = GetComponentInParent<IStatusEffectable>();
if (_owner == null)
Debug.LogWarning($"[HurtBox] {name}: 父节点中未找到 IDamageable 实现。", this);
// 在角色根节点查找或自动创建 HurtBoxOwnerGuard多 HurtBox 共享所有者时只有一个 Guard
_ownerGuard = transform.root.GetComponent<HurtBoxOwnerGuard>();
if (_ownerGuard == null && _owner != null)
_ownerGuard = transform.root.gameObject.AddComponent<HurtBoxOwnerGuard>();
}
/// <summary>
/// 接受伤害(由 HitBox.OnTriggerEnter2D 直接调用)。
/// <param name="hitPoint">弹击点世界坐标;不传则默认使用 HurtBox 节点中心。</param>
/// ⚠️ 方法名必须为 ReceiveDamage。
/// </summary>
public void ReceiveDamage(DamageInfo info, Vector3? hitPoint = null)
{
Vector3 resolvedHitPoint = hitPoint ?? transform.position;
if (!_isActive || _owner == null) return;
// 所有者级去重:同一 HitBox 激活期内多个 HurtBox 子节点只处理首次命中(共享 HP
if (_ownerGuard != null && !_ownerGuard.TryRegisterHit(info.HitActivationId)) return;
// 1. 无敌帧检查
if ((_owner.IsInvincible || _isHurtBoxInvincible)
&& !info.Flags.HasFlag(DamageFlags.IgnoreIFrame)) return;
// 2. 弹反检查_parrySystem == null 时跳过)
// ParrySystem 只暴露窗口状态,伤害数据留在 Combat 层,无跨程序集数据依赖。
if (_parrySystem != null && info.Flags.HasFlag(DamageFlags.CanBeParried))
{
if (_parrySystem.ConsumeParry())
{
// 若攻击来源是投射物,翻转其阵营 Layer 与飞行方向
info.SourceProjectile?.ReflectAsPlayerProjectile();
return;
}
}
// 3. 霸体检查_poiseSource == null 时跳过)
if (!info.Flags.HasFlag(DamageFlags.ForceBreak) && _poiseSource != null)
{
PoiseLevel curPoise = _poiseSource.GetCurrentPoiseLevel();
if (curPoise == PoiseLevel.Unbreakable) return;
if ((int)info.Break < (int)curPoise)
{
_onHitConfirmed?.Raise(new HitInfo
{
DamageInfo = info,
HitPoint = resolvedHitPoint,
});
return;
}
}
// 4. 护盾层拦截(玩家专属,在防御减免前)
if (_shieldable != null && _shieldable.HasShield)
{
int passThrough = _shieldable.AbsorbDamage(info.Amount);
if (passThrough <= 0) return;
info.Amount = passThrough;
}
// 5. 计算 FinalDamage防御减免最低 1
int finalDamage = UnityEngine.Mathf.Max(1, info.Amount - _owner.Defense);
info.Amount = finalDamage;
info.FinalDamage = finalDamage;
// 6. 调用 _owner.TakeDamage
_owner.TakeDamage(info);
// 7. 全局广播
_onDamageDealt?.Raise(info);
_onHitConfirmed?.Raise(new HitInfo
{
DamageInfo = info,
HitPoint = resolvedHitPoint,
});
// 8. 状态效果触发DoT — Fire / Poison
// _statusEffectable 已在 Awake 中缓存,无需每次受击调用 GetComponent
_statusEffectable?.ApplyStatusEffect(info.Type);
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
var col = GetComponent<Collider2D>();
if (col == null) return;
Color fill, outline;
if (!_isActive)
{
fill = new Color(0f, 0.85f, 1f, 0.05f);
outline = new Color(0f, 0.85f, 1f, 0.20f);
}
else if (_isHurtBoxInvincible)
{
fill = new Color(1f, 1f, 0f, 0.25f);
outline = new Color(1f, 1f, 0f, 0.90f);
}
else
{
fill = new Color(0f, 0.85f, 1f, 0.20f);
outline = new Color(0f, 0.85f, 1f, 0.90f);
}
HitBox.DrawCollider2DFilled(col, fill, outline);
}
#endif
}
}