- Added DownDash ability with cooldown and speed configuration. - Introduced DownDashState to handle down dashing mechanics, including gravity manipulation and animation playback. - Updated PlayerMovement to support DownDash functionality. - Enhanced PlayerStats to manage spring charge consumption and healing. - Modified PlayerCombat and WeaponHitBoxInstance to support new hit confirmation events. - Updated AbilityType to include new form types for character abilities. - Improved Gizmos for better visualization of enemy detection and attack ranges. - Added feedback systems for form switching in PlayerFeedback and IFeedbackPlayer. - Refactored combat and movement states to accommodate new abilities and ensure smooth transitions.
147 lines
6.5 KiB
C#
147 lines
6.5 KiB
C#
using UnityEngine;
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using BaseGames.Parry;
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namespace BaseGames.Combat
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{
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/// <summary>
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/// 受击盒组件。实现完整 8 步伤害流水线(架构 06_CombatModule §5)。
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/// 挂载在角色根节点或指定子节点上,Collider2D 需设 IsTrigger = true,
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/// Layer = PlayerHurtBox 或 EnemyHurtBox。
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/// </summary>
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[RequireComponent(typeof(Collider2D))]
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public class HurtBox : MonoBehaviour
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{
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// ── 伤害接受方(Awake 注入)──────────────────────────────────────────
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private IDamageable _owner;
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private IShieldable _shieldable; // 由 PlayerController.Awake() 注入
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private ParrySystem _parrySystem; // 由 PlayerController.Awake() 注入
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private IPoiseSource _poiseSource; // 由 EnemyBase.Awake() 注入
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private IStatusEffectable _statusEffectable; // Awake 缓存,避免每次受击调用 GetComponent
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private bool _isHurtBoxInvincible;
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private bool _isActive = true;
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// ── 事件频道 ──────────────────────────────────────────────────────────
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[SerializeField] private DamageInfoEventChannelSO _onDamageDealt;
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[SerializeField] private HitConfirmedEventChannelSO _onHitConfirmed;
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// ── 注入接口 ──────────────────────────────────────────────────────────
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public void SetShieldable(IShieldable shieldable) => _shieldable = shieldable;
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public void SetParrySystem(ParrySystem ps) => _parrySystem = ps;
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public void SetPoiseSource(IPoiseSource src) => _poiseSource = src;
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public void SetInvincible(bool value) => _isHurtBoxInvincible = value;
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public void SetActive(bool value) => _isActive = value;
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#if UNITY_EDITOR
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// 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。
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public object EditorOwner => _owner;
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public object EditorShieldable => _shieldable;
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public object EditorParrySystem => _parrySystem;
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public object EditorPoiseSource => _poiseSource;
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public object EditorStatusEffectable => _statusEffectable;
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#endif
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private void Awake()
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{
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_owner = GetComponentInParent<IDamageable>();
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_statusEffectable = GetComponentInParent<IStatusEffectable>();
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if (_owner == null)
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Debug.LogWarning($"[HurtBox] {name}: 父节点中未找到 IDamageable 实现。", this);
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}
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/// <summary>
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/// 接受伤害(由 HitBox.OnTriggerEnter2D 直接调用)。
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/// <param name="hitPoint">弹击点世界坐标;不传则默认使用 HurtBox 节点中心。</param>
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/// ⚠️ 方法名必须为 ReceiveDamage。
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/// </summary>
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public void ReceiveDamage(DamageInfo info, Vector3? hitPoint = null)
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{
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Vector3 resolvedHitPoint = hitPoint ?? transform.position;
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if (!_isActive || _owner == null) return;
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// 1. 无敌帧检查
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if ((_owner.IsInvincible || _isHurtBoxInvincible)
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&& !info.Flags.HasFlag(DamageFlags.IgnoreIFrame)) return;
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// 2. 弹反检查(_parrySystem == null 时跳过)
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// 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。
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if (_parrySystem != null && info.Flags.HasFlag(DamageFlags.CanBeParried))
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{
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if (_parrySystem.ConsumeParry())
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{
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// 若攻击来源是投射物,翻转其阵营 Layer 与飞行方向
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info.SourceProjectile?.ReflectAsPlayerProjectile();
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return;
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}
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}
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// 3. 霸体检查(_poiseSource == null 时跳过)
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if (!info.Flags.HasFlag(DamageFlags.ForceBreak) && _poiseSource != null)
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{
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PoiseLevel curPoise = _poiseSource.GetCurrentPoiseLevel();
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if (curPoise == PoiseLevel.Unbreakable) return;
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if ((int)info.Break < (int)curPoise)
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{
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_onHitConfirmed?.Raise(new HitInfo
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{
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DamageInfo = info,
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HitPoint = resolvedHitPoint,
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});
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return;
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}
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}
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// 4. 护盾层拦截(玩家专属,在防御减免前)
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if (_shieldable != null && _shieldable.HasShield)
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{
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int passThrough = _shieldable.AbsorbDamage(info.Amount);
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if (passThrough <= 0) return;
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info.Amount = passThrough;
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}
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// 5. 计算 FinalDamage(防御减免,最低 1)
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int finalDamage = UnityEngine.Mathf.Max(1, info.Amount - _owner.Defense);
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info.Amount = finalDamage;
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info.FinalDamage = finalDamage;
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// 6. 调用 _owner.TakeDamage
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_owner.TakeDamage(info);
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// 7. 全局广播
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_onDamageDealt?.Raise(info);
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_onHitConfirmed?.Raise(new HitInfo
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{
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DamageInfo = info,
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HitPoint = resolvedHitPoint,
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});
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// 8. 状态效果触发(DoT — Fire / Poison)
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// _statusEffectable 已在 Awake 中缓存,无需每次受击调用 GetComponent
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_statusEffectable?.ApplyStatusEffect(info.Type);
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}
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#if UNITY_EDITOR
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private void OnDrawGizmos()
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{
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var col = GetComponent<Collider2D>();
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if (col == null) return;
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Color fill, outline;
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if (!_isActive)
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{
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fill = new Color(0f, 0.85f, 1f, 0.05f);
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outline = new Color(0f, 0.85f, 1f, 0.20f);
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}
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else if (_isHurtBoxInvincible)
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{
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fill = new Color(1f, 1f, 0f, 0.25f);
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outline = new Color(1f, 1f, 0f, 0.90f);
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}
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else
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{
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fill = new Color(0f, 0.85f, 1f, 0.20f);
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outline = new Color(0f, 0.85f, 1f, 0.90f);
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}
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HitBox.DrawCollider2DFilled(col, fill, outline);
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}
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#endif
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}
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}
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