Files
zeling_v2/Assets/_Game/Scripts/Combat/Projectile.cs
2026-05-19 23:20:44 +08:00

97 lines
3.5 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;
private PooledObject _pooledObject;
protected virtual void Awake()
{
_rb = GetComponent<Rigidbody2D>();
_hitBox = GetComponent<HitBox>();
_pooledObject = GetComponent<PooledObject>();
}
/// <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;
DamageInfo = damageInfo;
Direction = direction.normalized;
_aliveTimer = 0f;
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);
}
protected virtual void OnInitialized() { }
protected virtual void Update()
{
_aliveTimer += Time.deltaTime;
if (_config != null && _aliveTimer >= _config.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;
}
}
}