倍率归 HurtBox 自己(弱点部位就是一个倍率 > 1 的 HurtBox), 取代 WeakPointSystem 那份写进私有字段却零调用者的倍率—— 其注释称由 BossStats 调用,而项目里根本没有 BossStats 类型。 倍率 1 时数值原样返回而非"乘完再钳最低 1":本改动先于任何消费者落地, 若默认路径引入钳制会静默改变游戏里每一次伤害计算。 测试用 ApplyDamageMultiplier(0)==0 守住这条——10 在两种实现下都得 10, 只有 0 能把二者区分开。变异验证:去掉该捷径后恰好该断言变红。
184 lines
8.9 KiB
C#
184 lines
8.9 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 9 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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// 所有者级去重保护:防止同一角色的多个 HurtBox 子节点在同一次 HitBox 激活中被重复伤害
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private HurtBoxOwnerGuard _ownerGuard;
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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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// 本 HurtBox 专属的受击倍率(弱点部位 > 1;默认 1 = 无影响)。
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// 由能力在弱点窗口期间开关,语义与"这个部位更脆弱"一致。
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private float _damageMultiplier = 1f;
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/// <summary>本 HurtBox 当前的受击伤害倍率。</summary>
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public float DamageMultiplier => _damageMultiplier;
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/// <summary>设置受击倍率(弱点窗口开合时调用)。负值钳到 0。</summary>
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public void SetDamageMultiplier(float value)
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=> _damageMultiplier = UnityEngine.Mathf.Max(0f, value);
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/// <summary>
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/// 按本 HurtBox 的倍率缩放伤害。最低 1 点,与防御减免同规则
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/// (倍率为 0 也不该让攻击完全无效——那属于无敌帧的语义,不是弱点倍率的)。
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/// 倍率为 1 时原样返回,保证默认状态下伤害数值与未引入倍率前完全一致。
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/// </summary>
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public int ApplyDamageMultiplier(int raw)
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=> _damageMultiplier == 1f
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? raw
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: UnityEngine.Mathf.Max(1, UnityEngine.Mathf.RoundToInt(raw * _damageMultiplier));
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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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// 在角色根节点查找或自动创建 HurtBoxOwnerGuard(多 HurtBox 共享所有者时只有一个 Guard)
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_ownerGuard = transform.root.GetComponent<HurtBoxOwnerGuard>();
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if (_ownerGuard == null && _owner != null)
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_ownerGuard = transform.root.gameObject.AddComponent<HurtBoxOwnerGuard>();
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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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// 兜底盖戳:直接调用本方法的路径(陷阱/环境伤害)没有 HitBox 写入的精确接触点,
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// 统一以解析后的命中点填充,保证下游"击中位置"模式反馈始终有效
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info.HitPoint = resolvedHitPoint;
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if (!_isActive || _owner == null) return;
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// 所有者级去重:同一 HitBox 激活期内多个 HurtBox 子节点只处理首次命中(共享 HP)
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if (_ownerGuard != null && !_ownerGuard.TryRegisterHit(info.HitActivationId)) 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,按弹反者阵营反射:
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// 玩家弹反翻转阵营 Layer 与伤害目标层;敌人弹反仅反转方向
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info.SourceProjectile?.ReflectBy(transform);
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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. 本 HurtBox 受击倍率(弱点部位;默认 1 时无影响)
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info.Amount = ApplyDamageMultiplier(info.Amount);
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// 6. 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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// 7. 调用 _owner.TakeDamage
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_owner.TakeDamage(info);
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// 8. 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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// 9. 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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