182 lines
7.7 KiB
C#
182 lines
7.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.Core;
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namespace BaseGames.Combat
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{
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/// <summary>
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/// 攻击判定盒。挂载在武器 Prefab 或技能 HitBox Prefab 的子节点上。
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/// 直接挂在 Player Prefab 子节点 [HitBoxGround/Up/Down/Air]。
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/// Collider2D 需设 IsTrigger = true,Layer = PlayerHitBox 或 EnemyHitBox。
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/// </summary>
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[RequireComponent(typeof(Collider2D))]
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public class HitBox : MonoBehaviour
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{
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[SerializeField] private DamageSourceSO _defaultSource;
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[SerializeField] private float _hitCooldown = 0.1f;
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/// <summary>
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/// HitBox 标识符,供 PlayerAnimationEvents / EnemyAnimationEvents 按名称精确激活特定判定盒。
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/// 留空表示"无 Id";事件 payload 为空时将操作所有 HitBox。
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/// </summary>
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[SerializeField] private string _id = "";
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public string Id => _id;
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/// <summary>
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/// 对立阵营 HitBox 所在的 Layer 掩码(用于拼刀检测)。
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/// Inspector 中将 PlayerHitBox 与 EnemyHitBox 两个 Layer 均勾选。
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/// </summary>
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[SerializeField] private LayerMask _rivalHitBoxMask;
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private DamageSourceSO _currentSource;
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private Transform _attackerTransform;
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private Rigidbody2D _ownerRigidbody;
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private bool _isActive;
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private IClashService _clashService;
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/// <summary>HitBox 当前是否激活(供 ClashResolver 查询)。</summary>
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public bool IsActive => _isActive;
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/// <summary>当前 Source 是否携带 CanClash 标记(供 ClashResolver 查询)。</summary>
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public bool CanClash => _currentSource != null && _currentSource.Flags.HasFlag(DamageFlags.CanClash);
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/// <summary>宿主角色的 Rigidbody2D(用于拼刀弹开力计算)。</summary>
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public Rigidbody2D OwnerRigidbody => _ownerRigidbody;
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// 拼刀检测所需的对立层掩码(Inspector 配置)
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/// <summary>命中确认委托(PlayerCombat / EnemyCombat 订阅)。</summary>
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public event System.Action<DamageInfo> OnHitConfirmed;
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/// <summary>
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/// 激活 HitBox。source/attacker 均可选,未传则使用 Inspector 默认值。
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/// ⚠️ 不存在 Activate(float duration) 重载。
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/// </summary>
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public void Activate(DamageSourceSO source = null, Transform attacker = null)
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{
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_currentSource = source ?? _defaultSource;
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_attackerTransform = attacker ?? transform;
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_isActive = true;
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// 缓存宿主 Rigidbody2D(沿父层级向上查找)
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_ownerRigidbody = _attackerTransform.GetComponentInParent<Rigidbody2D>();
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// 每次激活清空当前激活期已命中目标集合(防止连击连段导致同一阶段多次命中目标)
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_hitThisActivation.Clear();
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_hitCooldownTimers.Clear();
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}
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public void Deactivate()
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{
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_isActive = false;
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_hitThisActivation.Clear();
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_hitCooldownTimers.Clear();
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}
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/// <summary>仅替换当前 DamageSource(不改变激活状态,供 PlayerCombat 连击段切换)。</summary>
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public void SetDamageSource(DamageSourceSO source)
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{
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if (source != null) _currentSource = source;
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}
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private void Awake()
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{
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// 确保 Collider2D 是 Trigger
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var col = GetComponent<Collider2D>();
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if (!col.isTrigger)
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Debug.LogWarning($"[HitBox] {name}: Collider2D.isTrigger 应为 true。", this);
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// 缓存 IClashService:OnTriggerEnter2D 为物理热路径,避免每次调用 Dictionary 查找
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_clashService = ServiceLocator.GetOrDefault<IClashService>();
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}
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private void OnDisable()
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{
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_isActive = false;
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_hitThisActivation.Clear();
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_hitCooldownTimers.Clear();
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}
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private void OnTriggerExit2D(Collider2D other)
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{
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// 目标离开判定区域时清除其冷却记录,防止持续激活的 HitBox(环境危险等)
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// 因有效目标持续流动而无限积累已离场对象。
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// 注意:_hitThisActivation 刻意保留,确保同一激活期内不重复命中。
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_hitCooldownTimers.Remove(other);
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}
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private void OnTriggerEnter2D(Collider2D other) {
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if (!_isActive) return;
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if (_currentSource == null)
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{
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Debug.LogWarning($"[HitBox] {name}: 无 DamageSourceSO,跳过命中。", this);
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return;
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}
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// 同一激活期防止对同一 Collider 重复命中(一次攻击每个目标至多命中一次)
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if (!_hitThisActivation.Add(other)) return;
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if (!CheckCooldown(other)) return;
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Vector2 knockDir = ((Vector2)other.bounds.center
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- (Vector2)_attackerTransform.position).normalized;
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// ⚡ 零 GC:struct 工厂,运行时字段内联传入
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var info = DamageInfo.From(
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_currentSource,
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knockDir,
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_attackerTransform.position,
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_attackerTransform.gameObject.layer);
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// ① 拼刀检测:当前 HitBox 携带 CanClash 标记,且碰到对立阵营的 HitBox 层
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int otherLayer = other.gameObject.layer;
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bool isRivalHitBoxLayer = (_rivalHitBoxMask.value & (1 << otherLayer)) != 0;
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if (isRivalHitBoxLayer && CanClash)
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{
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var rivalHitBox = other.GetComponent<HitBox>();
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if (rivalHitBox != null && rivalHitBox.IsActive && rivalHitBox.CanClash)
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{
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_clashService?.ResolveClash(this, rivalHitBox);
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return; // 拼刀,中止伤害流水线
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}
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}
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// ② 命中 HurtBox
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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(info);
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OnHitConfirmed?.Invoke(info);
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return;
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}
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// ③ 命中 IBreakable(机关/障碍物)
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other.GetComponent<IBreakable>()?.TryInteract(info);
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}
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// ── 当前激活期已命中目标集合(防止复合子 Collider 导致同帧多次命中)────────────
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private readonly HashSet<Collider2D> _hitThisActivation = new(8);
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// ── 同目标多帧命中冷却(防止 Trigger 处于重叠状态时重入等殊情导致的连击)──
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private readonly Dictionary<Collider2D, float> _hitCooldownTimers = new(8);
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private bool CheckCooldown(Collider2D other)
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{
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float now = Time.time;
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if (_hitCooldownTimers.TryGetValue(other, out float last) && now - last < _hitCooldown)
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return false;
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_hitCooldownTimers[other] = now;
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return true;
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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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// 激活时显示橙色判定框,非激活时显示极淡轮廓
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Gizmos.color = _isActive
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? new UnityEngine.Color(1f, 0.5f, 0f, 0.55f)
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: new UnityEngine.Color(1f, 0.5f, 0f, 0.1f);
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Gizmos.DrawCube(col.bounds.center, col.bounds.size);
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Gizmos.color = new UnityEngine.Color(1f, 0.5f, 0f, 0.9f);
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Gizmos.DrawWireCube(col.bounds.center, col.bounds.size);
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}
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#endif
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}
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}
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