Files
zeling_v2/Assets/_Game/Scripts/Enemies/EnemyFeedback.cs
T
joywayerandClaude Fable 5 09bdda970a feat(feedback): 命中/受击反馈支持固定位置与击中位置两种生成模式
DamageInfo 新增运行时字段 HitPoint:HitBox 结算时写入精确接触点
(ClosestPoint),HurtBox.ReceiveDamage 以解析后命中点兜底盖戳,
陷阱/环境等直调路径同样可用。IFeedbackPlayer.PlayHit/PlayTakeHit
增加命中点参数,全链路(武器实例→PlayerCombat→HurtState→
EnemyFeedback)透传。各 Feedback 组件命中/受击槽位新增
FeedbackPositionMode(Fixed=反馈链编排的固定位置 /
HitPoint=传入命中点,启用位置选项的模块在该点生成),由编排
反馈链的开发者在 Inspector 按表现选择;武器命中默认 HitPoint
(火花贴点),角色级默认 Fixed(震屏/振动与位置无关)。

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 11:48:37 +08:00

70 lines
3.1 KiB
C#

using UnityEngine;
using MoreMountains.Feedbacks;
using BaseGames.Combat;
using BaseGames.Feedback;
namespace BaseGames.Enemies
{
/// <summary>
/// 敌人反馈播放器:实现 IFeedbackPlayer,将行为语义映射到 MMF_Player 实例。
/// 同时保留 OnHit/OnDeath 语义方法供 EnemyBase 直接调用(转发给接口方法)。
/// </summary>
public class EnemyFeedback : MonoBehaviour, IFeedbackPlayer
{
[Header("命中反馈")]
[SerializeField] private MMF_Player _onHitLight;
[SerializeField] private MMF_Player _onHitMedium;
[SerializeField] private MMF_Player _onHitHeavy;
[Tooltip("命中反馈生成位置:Fixed = 反馈链编排的固定位置;HitPoint = 在命中点生成")]
[SerializeField] private FeedbackPositionMode _hitPositionMode = FeedbackPositionMode.Fixed;
[Header("受伤 / 死亡反馈")]
[SerializeField] private MMF_Player _onTakeHit;
[Tooltip("受击反馈生成位置:Fixed = 反馈链编排的固定位置;HitPoint = 在受击点生成(血粒子等贴点表现)")]
[SerializeField] private FeedbackPositionMode _takeHitPositionMode = FeedbackPositionMode.Fixed;
[SerializeField] private MMF_Player _onDeath;
// ── IFeedbackPlayer ──────────────────────────────────────────────────────
public void PlayHit(HitWeight weight, Vector3 hitPoint)
{
var player = weight switch
{
HitWeight.Light => _onHitLight,
HitWeight.Medium => _onHitMedium,
HitWeight.Heavy => _onHitHeavy,
_ => _onHitLight,
};
FeedbackPlayback.Play(player, _hitPositionMode, hitPoint);
}
public void PlayTakeHit(Vector3 hitPoint)
=> FeedbackPlayback.Play(_onTakeHit, _takeHitPositionMode, hitPoint);
public void PlayDeath() => _onDeath?.PlayFeedbacks();
// 以下方法对敌人无意义,提供空实现保持接口完整
public void PlayParrySuccess() { }
public void PlayHeal() { }
public void PlayLandImpact() { }
public void PlayAttackWhoosh() { }
public void PlayJumpLaunch() { }
public void PlayFootstep() { }
public void TriggerPreset(string presetId) { }
public void PlaySFXById(string sfxId) { }
public void PlayFormSwitch(int formIndex) { } // 敌人无形态切换,空实现
// ── EnemyBase 语义方法 ────────────────────────────────────────────
/// <summary>受到伤害时调用(由 EnemyBase 触发)。</summary>
public void OnHit(DamageInfo info)
{
PlayTakeHit(info.HitPoint);
}
/// <summary>死亡时调用(由 EnemyBase 触发)。</summary>
public void OnDeath()
{
PlayDeath();
}
}
}