107 lines
4.8 KiB
C#
107 lines
4.8 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 8 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; // Phase 2 由 PlayerController.Awake() 注入
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private IPoiseSource _poiseSource; // Phase 2 由 EnemyBase.Awake() 注入
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private bool _isHurtBoxInvincible;
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private bool _isActive = true;
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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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private void Awake()
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{
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_owner = GetComponentInParent<IDamageable>();
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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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}
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/// <summary>
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/// 接受伤害(由 HitBox.OnTriggerEnter2D 直接调用)。
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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)
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{
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if (!_isActive || _owner == null) 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(Phase 1 _parrySystem == null 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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if (_parrySystem.ConsumeParry()) return;
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// 3. 霸体检查(Phase 1 _poiseSource == null 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 = transform.position,
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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. 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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// 6. 调用 _owner.TakeDamage
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_owner.TakeDamage(info);
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// 7. 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 = transform.position,
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});
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// 8. 状态效果触发(DoT — Fire / Poison)
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// 使用接口避免对 StatusEffects 程序集的直接依赖
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if (_owner is UnityEngine.MonoBehaviour mb)
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{
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mb.GetComponent<IStatusEffectable>()?.ApplyStatusEffect(info.Type);
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}
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}
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}
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}
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