Files
zeling_v2/Assets/_Game/Scripts/Combat/Projectile.cs
Joywayer 1866f323e4 feat(combat): 投射物接入伤害目标层过滤,弹反阵营/目标同步翻转
HitBox 暴露 TargetLayers 运行时读写。Projectile 缓存预制体初始目标层并在 Initialize 还原(对象池复用不被上一发弹反污染);ReflectAsPlayerProjectile 时目标层随阵营翻转(PlayerHurtBox→EnemyHurtBox,保留可破坏物等其他位)。

ParryableProjectile 绕过 HitBox 自行判定,补上同样的目标层过滤;并修复其弹反分支不切 PlayerProjectile 层的问题——原先反射后仍留在 EnemyProjectile 层,碰撞矩阵 EnemyProjectile↔EnemyHurtBox 不碰撞,反射弹永远打不中敌人。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 10:34:43 +08:00

146 lines
6.2 KiB
C#

using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Pool;
namespace BaseGames.Combat
{
/// <summary>
/// 抛射物基类。子类通过重写 <see cref="OnInitialized"/> 设定初速度。
/// 依赖 <see cref="HitBox"/> 子组件进行碰撞伤害检测。
/// </summary>
[RequireComponent(typeof(Rigidbody2D), typeof(HitBox))]
public abstract class Projectile : MonoBehaviour
{
[HideInInspector] public DamageInfo DamageInfo;
[HideInInspector] public Vector2 Direction;
protected ProjectileConfigSO _config;
protected Rigidbody2D _rb;
protected HitBox _hitBox;
protected float _aliveTimer;
// Lifetime 在 Initialize 时缓存,避免 Update 每帧访问 SO 成员并做 null check
private float _lifetime = float.MaxValue;
// 命中预算:剩余可命中次数(<=0 的 _maxHits 表示无限穿透)
private int _maxHits = 1;
private int _hitsRemaining;
// 弹反帧标记:弹反命中不计入命中预算(避免反射后立即被回收)
private bool _justReflected;
// 预制体上配置的初始伤害目标层:对象池复用时还原,避免上一发弹反翻转后的掩码污染下一发
private LayerMask _initialTargetLayers;
private PooledObject _pooledObject;
protected virtual void Awake()
{
_rb = GetComponent<Rigidbody2D>();
_hitBox = GetComponent<HitBox>();
_pooledObject = GetComponent<PooledObject>();
_initialTargetLayers = _hitBox.TargetLayers;
// 订阅命中确认:按命中预算决定何时回收(穿透 / 命中即消失)
_hitBox.OnHitConfirmed += HandleHitConfirmed;
}
/// <summary>从对象池取出后的初始化入口。</summary>
public virtual void Initialize(ProjectileConfigSO config, DamageInfo damageInfo, Vector2 direction, int ownerLayer = 0)
{
_config = config;
_lifetime = config.Lifetime;
DamageInfo = damageInfo;
Direction = direction.normalized;
_aliveTimer = 0f;
_maxHits = config.MaxHits;
_hitsRemaining = config.MaxHits;
_justReflected = false;
// 还原预制体配置的伤害目标层(清除上一次弹反翻转的影响)
_hitBox.TargetLayers = _initialTargetLayers;
SetFactionLayer(ownerLayer);
_hitBox.Activate(config.DamageSource);
OnInitialized();
}
/// <summary>根据发射方所在 Layer 切换到对应的 PlayerProjectile / EnemyProjectile 层。</summary>
private void SetFactionLayer(int ownerLayer)
{
int playerLayer = LayerMask.NameToLayer("Player");
int playerProjLayer = LayerMask.NameToLayer("PlayerProjectile");
int enemyProjLayer = LayerMask.NameToLayer("EnemyProjectile");
if (playerProjLayer < 0 || enemyProjLayer < 0) return; // Layer 尚未创建,保留现有层
gameObject.layer = (ownerLayer == playerLayer) ? playerProjLayer : enemyProjLayer;
}
/// <summary>
/// 弹反:将投射物阵营从 EnemyProjectile 切换为 PlayerProjectile。
/// 反转飞行方向,并重置 HitBox 命中记录使其能够命中新目标(敌人)。
/// 由 HurtBox.ReceiveDamage() 在弹反成功后调用。
/// </summary>
public virtual void ReflectAsPlayerProjectile()
{
int playerProjLayer = LayerMask.NameToLayer("PlayerProjectile");
if (playerProjLayer < 0) return;
gameObject.layer = playerProjLayer;
Direction = -Direction;
_rb.velocity = -_rb.velocity;
// 重置 HitBox 命中记录,确保反射后可命中新目标
_hitBox.Deactivate();
_hitBox.Activate(_config?.DamageSource);
// 伤害目标随阵营翻转:玩家侧 → 敌人侧
RetargetToEnemyFaction();
// 反射后重置命中预算,并跳过本次(弹反)命中的扣减,避免反射后立即被回收
_hitsRemaining = _maxHits;
_justReflected = true;
}
/// <summary>
/// 弹反换阵营后,把伤害目标从玩家侧切到敌人侧
/// (仅交换 PlayerHurtBox→EnemyHurtBox 位,保留可破坏物等其他目标层)。
/// </summary>
protected void RetargetToEnemyFaction()
{
int playerHurt = LayerMask.NameToLayer("PlayerHurtBox");
int enemyHurt = LayerMask.NameToLayer("EnemyHurtBox");
if (playerHurt < 0 || enemyHurt < 0) return; // Layer 尚未创建,保留现有掩码
int mask = _hitBox.TargetLayers.value;
mask &= ~(1 << playerHurt);
mask |= 1 << enemyHurt;
_hitBox.TargetLayers = mask;
}
/// <summary>HitBox 命中确认回调:按命中预算决定是否回收(穿透 / 命中即消失)。</summary>
private void HandleHitConfirmed(DamageInfo _)
{
if (_maxHits <= 0) return; // 无限穿透:只靠寿命回收
if (_justReflected) { _justReflected = false; return; } // 弹反命中不计入预算
if (--_hitsRemaining <= 0) ReturnToPool();
}
protected virtual void OnInitialized() { }
protected virtual void Update()
{
_aliveTimer += Time.deltaTime;
if (_aliveTimer >= _lifetime)
ReturnToPool();
}
/// <summary>停用并归还对象池。</summary>
protected void ReturnToPool()
{
_hitBox.Deactivate();
gameObject.SetActive(false);
if (_pooledObject != null && _config != null)
ServiceLocator.GetOrDefault<IObjectPoolService>()?.Despawn(_config.PoolKey, _pooledObject);
}
protected virtual void OnDisable()
{
_aliveTimer = 0f;
_lifetime = float.MaxValue; // 归还对象池后重置,防止未初始化时自毁
}
}
}