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zeling_v2/Assets/Scripts/Enemies/EnemyFeedback.cs
2026-05-08 11:04:00 +08:00

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using UnityEngine;
using MoreMountains.Feedbacks;
using BaseGames.Combat;
using BaseGames.Feedback;
namespace BaseGames.Enemies
{
/// <summary>
/// 敌人反馈播放器:实现 IFeedbackPlayer将行为语义映射到 MMF_Player 实例。
/// 同时保留 OnHit/OnDeath 语义方法供 EnemyBase 直接调用(转发给接口方法)。
/// </summary>
public class EnemyFeedback : MonoBehaviour, IFeedbackPlayer
{
[Header("命中反馈")]
[SerializeField] private MMF_Player _onHitLight;
[SerializeField] private MMF_Player _onHitMedium;
[SerializeField] private MMF_Player _onHitHeavy;
[Header("受伤 / 死亡反馈")]
[SerializeField] private MMF_Player _onTakeHit;
[SerializeField] private MMF_Player _onDeath;
// ── IFeedbackPlayer ──────────────────────────────────────────────────────
public void PlayHit(HitWeight weight)
{
var player = weight switch
{
HitWeight.Light => _onHitLight,
HitWeight.Medium => _onHitMedium,
HitWeight.Heavy => _onHitHeavy,
_ => _onHitLight,
};
player?.PlayFeedbacks();
}
public void PlayTakeHit() => _onTakeHit?.PlayFeedbacks();
public void PlayDeath() => _onDeath?.PlayFeedbacks();
// 以下方法对敌人无意义,提供空实现保持接口完整
public void PlayParrySuccess() { }
public void PlayHeal() { }
public void PlayLandImpact() { }
public void PlayAttackWhoosh() { }
public void PlayJumpLaunch() { }
public void TriggerPreset(string presetId) { }
public void PlaySFXById(string sfxId) { }
// ── EnemyBase 语义方法(向前兼容)────────────────────────────────────────
/// <summary>受到伤害时调用(由 EnemyBase 触发)。</summary>
public void OnHit(DamageInfo info)
{
PlayTakeHit();
}
/// <summary>死亡时调用(由 EnemyBase 触发)。</summary>
public void OnDeath()
{
PlayDeath();
}
}
}