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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public struct HitInfo
{
public HitDefination hitDef;
public Hitbox hitbox;
public Hurtbox hurtbox;
public Vector3 contact;
public Vector3 size;
}
public struct HurtInfo
{
public HitDefination hitDef;
public Hitbox hitbox;
public Hurtbox hurtbox;
public Vector3 contact;
public Vector3 size;
}
public class HitManager : Singleton<HitManager>
{
private List<Hitbox> m_HitBoxes = new List<Hitbox>();
private List<Hurtbox> m_HurtBoxes = new List<Hurtbox>();
public void AddHitBox(Hitbox hitbox)
{
m_HitBoxes.Add(hitbox);
}
public void AddHurtBox(Hurtbox hurtbox)
{
m_HurtBoxes.Add(hurtbox);
}
/// <summary>
/// 根据碰撞结果产生击中信息
/// </summary>
public void OnPhysicsUpdate()
{
for(int i = 0;i < m_HitBoxes.Count; ++i)
{
Hitbox hitbox = m_HitBoxes[i];
if (hitbox == null)
return;
for (int j = 0; j < PhysicsWorld.Instance.Collisions.Count; ++j)
{
PhysicsCollisionInfo info = PhysicsWorld.Instance.Collisions[j];
PhysicsPrimitive collider;
if(info.prim1 == hitbox.Collider)
{
collider = info.prim2;
}
else if(info.prim2 == hitbox.Collider)
{
collider = info.prim1;
}
else
{
continue;
}
Hurtbox hurtbox = GetHurtboxByCollider(collider);
if(hurtbox == null)
{
Debug.LogError("没有找到hurtbox");
continue;
}
HitDefination hitDef = null;
if (hitbox.Host is Avatar)
{
Avatar attacker = hitbox.Host as Avatar;
Hit hit = attacker.GetHit();
if(hit == null)
continue;
if (hit.HasRecord(hurtbox.Host))
continue;
hit.AddRecord(hurtbox.Host);
hitDef = hit.defination;
}
// 发送击中消息
HitInfo hitInfo = new HitInfo ();
hitInfo.hitbox = hitbox;
hitInfo.hurtbox = hurtbox;
hitInfo.contact = info.contact;
hitInfo.size = info.size;
hitInfo.hitDef = hitDef;
hitbox.Host.OnHit(hitInfo);
// 发送受击消息
HurtInfo hurtInfo = new HurtInfo();
hurtInfo.hitbox = hitbox;
hurtInfo.hurtbox = hurtbox;
hurtInfo.contact = info.contact;
hurtInfo.size = info.size;
hurtInfo.hitDef = hitDef;
hurtbox.Host.OnHurt(hurtInfo);
// 场景处理特效等
BattleManager.Instance.OnHitOccured();
}
}
}
Hurtbox GetHurtboxByCollider(PhysicsPrimitive collider)
{
foreach(var hurtbox in m_HurtBoxes)
{
if(hurtbox.Collider == collider)
{
return hurtbox;
}
}
return null;
}
}
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