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