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>
72 lines
3.0 KiB
C#
72 lines
3.0 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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/// 可被玩家弹反的抛射物。
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/// 触发时优先检测弹反窗口;若成功弹反则反向飞行并可切换伤害源;
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/// 否则走正常伤害流水线。
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/// </summary>
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public class ParryableProjectile : LinearProjectile
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{
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[SerializeField] private DamageSourceSO _reflectSource;
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private bool _reflected;
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protected override void OnInitialized()
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{
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// 禁用子 HitBox 的自动检测,改由本组件的 OnTriggerEnter2D 手动处理,
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// 以便在命中前插入弹反判断。
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_hitBox.Deactivate();
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_rb.velocity = Direction * _config.Speed;
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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// ── 弹反判断 ────────────────────────────────────────────────
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if (!_reflected)
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{
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var parrySystem = other.GetComponentInParent<ParrySystem>();
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if (parrySystem != null && parrySystem.IsParrying && parrySystem.ConsumeParry())
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{
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_reflected = true;
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Direction = -Direction;
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_rb.velocity = Direction * _config.Speed * _config.ParrySpeedMultiplier;
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// 仅当弹反者是玩家时翻转阵营:切到 PlayerProjectile 层(否则碰撞矩阵
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// EnemyProjectile↔EnemyHurtBox 不碰撞,反射后永远打不中敌人),
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// 伤害目标层同步切换(优先取配置的 ReflectedTargetLayers)。
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// 敌人弹反敌人投射物:阵营与目标层保持不变,仅上面已反转方向。
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if (parrySystem.transform.root.CompareTag("Player"))
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{
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int playerProjLayer = LayerMask.NameToLayer("PlayerProjectile");
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if (playerProjLayer >= 0) gameObject.layer = playerProjLayer;
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ApplyReflectedTargetLayers();
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}
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if (_reflectSource != null)
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DamageInfo = DamageInfo.From(_reflectSource);
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return;
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}
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}
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// ── 正常命中 ─────────────────────────────────────────────────
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// 本类绕过 HitBox 自行判定,需自行套用其伤害目标层过滤
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if ((_hitBox.TargetLayers.value & (1 << other.gameObject.layer)) == 0) return;
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var hurtBox = other.GetComponent<HurtBox>();
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if (hurtBox != null)
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{
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hurtBox.ReceiveDamage(DamageInfo);
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ReturnToPool();
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}
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}
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protected override void OnDisable()
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{
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base.OnDisable();
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_reflected = false;
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}
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}
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}
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