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zeling_v2/Assets/Scripts/Combat/HurtBox.cs
2026-05-08 11:04:00 +08:00

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using UnityEngine;
using BaseGames.Parry;
namespace BaseGames.Combat
{
/// <summary>
/// 受击盒组件。实现完整 8 步伤害流水线(架构 06_CombatModule §5
/// 挂载在角色根节点或指定子节点上Collider2D 需设 IsTrigger = true
/// Layer = PlayerHurtBox 或 EnemyHurtBox。
/// </summary>
[RequireComponent(typeof(Collider2D))]
public class HurtBox : MonoBehaviour
{
// ── 伤害接受方Awake 注入)──────────────────────────────────────────
private IDamageable _owner;
private IShieldable _shieldable; // 由 PlayerController.Awake() 注入
private ParrySystem _parrySystem; // Phase 2 由 PlayerController.Awake() 注入
private IPoiseSource _poiseSource; // Phase 2 由 EnemyBase.Awake() 注入
private bool _isHurtBoxInvincible;
private bool _isActive = true;
// ── 事件频道 ──────────────────────────────────────────────────────────
[SerializeField] private DamageInfoEventChannelSO _onDamageDealt;
[SerializeField] private HitConfirmedEventChannelSO _onHitConfirmed;
// ── 注入接口 ──────────────────────────────────────────────────────────
public void SetShieldable(IShieldable shieldable) => _shieldable = shieldable;
public void SetParrySystem(ParrySystem ps) => _parrySystem = ps;
public void SetPoiseSource(IPoiseSource src) => _poiseSource = src;
public void SetInvincible(bool value) => _isHurtBoxInvincible = value;
public void SetActive(bool value) => _isActive = value;
private void Awake()
{
_owner = GetComponentInParent<IDamageable>();
if (_owner == null)
Debug.LogWarning($"[HurtBox] {name}: 父节点中未找到 IDamageable 实现。", this);
}
/// <summary>
/// 接受伤害(由 HitBox.OnTriggerEnter2D 直接调用)。
/// ⚠️ 方法名必须为 ReceiveDamage。
/// </summary>
public void ReceiveDamage(DamageInfo info)
{
if (!_isActive || _owner == null) return;
// 1. 无敌帧检查
if ((_owner.IsInvincible || _isHurtBoxInvincible)
&& !info.Flags.HasFlag(DamageFlags.IgnoreIFrame)) return;
// 2. 弹反检查Phase 1 _parrySystem == null 跳过)
// 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。
if (_parrySystem != null && info.Flags.HasFlag(DamageFlags.CanBeParried))
if (_parrySystem.ConsumeParry()) return;
// 3. 霸体检查Phase 1 _poiseSource == null 跳过)
if (!info.Flags.HasFlag(DamageFlags.ForceBreak) && _poiseSource != null)
{
PoiseLevel curPoise = _poiseSource.GetCurrentPoiseLevel();
if (curPoise == PoiseLevel.Unbreakable) return;
if ((int)info.Break < (int)curPoise)
{
_onHitConfirmed?.Raise(new HitInfo
{
DamageInfo = info,
HitPoint = transform.position,
});
return;
}
}
// 4. 护盾层拦截(玩家专属,在防御减免前)
if (_shieldable != null && _shieldable.HasShield)
{
int passThrough = _shieldable.AbsorbDamage(info.Amount);
if (passThrough <= 0) return;
info.Amount = passThrough;
}
// 5. 计算 FinalDamage防御减免最低 1
int finalDamage = UnityEngine.Mathf.Max(1, info.Amount - _owner.Defense);
info.Amount = finalDamage;
info.FinalDamage = finalDamage;
// 6. 调用 _owner.TakeDamage
_owner.TakeDamage(info);
// 7. 全局广播
_onDamageDealt?.Raise(info);
_onHitConfirmed?.Raise(new HitInfo
{
DamageInfo = info,
HitPoint = transform.position,
});
// 8. 状态效果触发DoT — Fire / Poison
// 使用接口避免对 StatusEffects 程序集的直接依赖
if (_owner is UnityEngine.MonoBehaviour mb)
{
mb.GetComponent<IStatusEffectable>()?.ApplyStatusEffect(info.Type);
}
}
}
}