Files
zeling_v2/Assets/_Game/Scripts/Combat/Projectile.cs
T
joywayerandClaude Opus 4.8 862a1e5899 fix(combat): 弹反阵营感知——仅玩家弹反才翻转投射物阵营与目标层
新增 Projectile.ReflectBy(parrier):按弹反者根节点 Tag 区分阵营。玩家弹反走原 ReflectAsPlayerProjectile(切 PlayerProjectile 层+切换伤害目标层);敌人弹反敌人投射物时阵营层与目标层均保持不变(仍是敌方投射物、仍打玩家侧),仅反转方向并重置命中记录与预算。HurtBox 弹反分支改传弹反者 Transform;ParryableProjectile 手写弹反分支同步加阵营判断。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 10:49:23 +08:00

175 lines
7.5 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>
/// 阵营感知弹反入口:根据弹反者阵营决定反射行为。
/// 玩家弹反 → 切 PlayerProjectile 层并切换伤害目标层(走 <see cref="ReflectAsPlayerProjectile"/>);
/// 敌人弹反 → 阵营层与伤害目标层均保持不变(仍是敌方投射物、仍打玩家侧),仅反转方向并重置命中记录。
/// 由 HurtBox.ReceiveDamage() 在弹反成功后调用,传入弹反者 Transform。
/// </summary>
public virtual void ReflectBy(Transform parrier)
{
if (parrier != null && parrier.root.CompareTag("Player"))
{
ReflectAsPlayerProjectile();
return;
}
// ── 敌人弹反:不换阵营、不换目标层,仅反转飞行并重置判定 ──
Direction = -Direction;
_rb.velocity = -_rb.velocity;
_hitBox.Deactivate();
_hitBox.Activate(_config?.DamageSource);
_hitsRemaining = _maxHits;
_justReflected = true;
}
/// <summary>
/// 玩家弹反: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)。
/// </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);
// 伤害目标随阵营切换(优先取配置的显式目标层)
ApplyReflectedTargetLayers();
// 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>
/// 弹反换阵营后应用伤害目标层:
/// 优先使用 <see cref="ProjectileConfigSO.ReflectedTargetLayers"/> 的显式配置;
/// 未配置(Nothing)时自动翻转——仅交换 PlayerHurtBox→EnemyHurtBox 位,
/// 保留可破坏物等其他目标层。
/// </summary>
protected void ApplyReflectedTargetLayers()
{
if (_config != null && _config.ReflectedTargetLayers.value != 0)
{
_hitBox.TargetLayers = _config.ReflectedTargetLayers;
return;
}
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
}
}
}