95 lines
3.5 KiB
C#
95 lines
3.5 KiB
C#
using UnityEngine;
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using BaseGames.Combat;
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namespace BaseGames.Player
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{
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/// <summary>
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/// 玩家战斗组件。
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/// HitBox 随装备武器动态实例化到 [WeaponSocket] 子节点,通过 WeaponManager.ActiveHitBoxInstance 访问。
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/// </summary>
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public class PlayerCombat : MonoBehaviour
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{
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[SerializeField] private WeaponManager _weaponManager;
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private PlayerStats _stats;
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private WeaponHitBoxInstance _currentHitBoxInstance;
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/// <summary>下劈 HitBox 命中确认事件(供 DownAttackState 订阅 pogo 弹跳逻辑)。</summary>
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public event System.Action<DamageInfo> OnDownHitConfirmed;
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private void Awake()
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{
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_stats = GetComponentInParent<PlayerStats>();
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}
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private void OnEnable()
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{
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if (_weaponManager != null)
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_weaponManager.OnWeaponChanged += HandleWeaponChanged;
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}
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private void OnDisable()
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{
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if (_weaponManager != null)
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_weaponManager.OnWeaponChanged -= HandleWeaponChanged;
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UnsubscribeDownHit();
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}
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private void HandleWeaponChanged(WeaponSO _)
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{
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UnsubscribeDownHit();
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_currentHitBoxInstance = _weaponManager.ActiveHitBoxInstance;
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if (_currentHitBoxInstance != null)
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_currentHitBoxInstance.OnDownHitConfirmed += HandleDownHitConfirmed;
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}
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private void UnsubscribeDownHit()
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{
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if (_currentHitBoxInstance == null) return;
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_currentHitBoxInstance.OnDownHitConfirmed -= HandleDownHitConfirmed;
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_currentHitBoxInstance = null;
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}
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private void HandleDownHitConfirmed(DamageInfo info) => OnDownHitConfirmed?.Invoke(info);
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// ── 连击段伤害来源切换 ────────────────────────────────────────────────
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/// <summary>
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/// 根据当前连招段切换 HitBox 的 DamageSource(由 AttackState 在每段开始时调用)。
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/// </summary>
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public void SetComboSegmentSource(int comboIndex)
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{
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WeaponSO w = _weaponManager?.ActiveWeapon;
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if (w == null) return;
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DamageSourceSO src = comboIndex switch
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{
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0 => w.attack1Source,
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1 => w.attack2Source,
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2 => w.attack3Source,
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_ => w.attack1Source,
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};
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_weaponManager.ActiveHitBoxInstance?.SetDamageSource(AttackDirection.Ground, src);
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}
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// ── HitBox 激活(由 State / AnimationEvent 调用)─────────────────────
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public void EnableWeaponHitBox(AttackDirection dir)
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{
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var source = _weaponManager?.ActiveWeapon?.GetSourceByDir(dir);
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_weaponManager?.ActiveHitBoxInstance?.Activate(dir, source, transform);
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}
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public void DisableWeaponHitBox(AttackDirection dir)
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=> _weaponManager?.ActiveHitBoxInstance?.Deactivate(dir);
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public void DisableAllWeaponHitBoxes()
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=> _weaponManager?.ActiveHitBoxInstance?.DeactivateAll();
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/// <summary>命中确认回调:增加灵力(由 HurtBox.ReceiveDamage 步骤 7 的 HitConfirmed 事件订阅)。</summary>
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public void OnHitConfirmed(DamageInfo info)
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{
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int gain = _weaponManager?.ActiveWeapon?.soulPowerGain ?? 10;
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_stats?.AddSoulPower(gain);
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}
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}
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}
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