diff --git a/Assets/_Game/Scripts/Player/PlayerMovement.cs b/Assets/_Game/Scripts/Player/PlayerMovement.cs
index 4a6afcf..4eeaefd 100644
--- a/Assets/_Game/Scripts/Player/PlayerMovement.cs
+++ b/Assets/_Game/Scripts/Player/PlayerMovement.cs
@@ -188,7 +188,7 @@ namespace BaseGames.Player
// ── 冲刺 ──────────────────────────────────────────────────────────────
///
- /// 施加冲刺速度(DashState/AerialDashState 调用)。
+ /// 施加冲刺速度(DashState/DashState 调用)。
/// direction 应为归一化水平向量(±1, 0)。
/// 冲刺期间调用 SetGravityScale(0) 可关闭重力;结束后恢复默认重力。
///
diff --git a/Assets/_Game/Scripts/Player/States/DashState.cs b/Assets/_Game/Scripts/Player/States/DashState.cs
index d5f2602..5107604 100644
--- a/Assets/_Game/Scripts/Player/States/DashState.cs
+++ b/Assets/_Game/Scripts/Player/States/DashState.cs
@@ -4,8 +4,9 @@ using System.Collections;
namespace BaseGames.Player.States
{
///
- /// 地面冲刺状态(架构 05_PlayerModule §2 + §12)。
+ /// 冲刺状态(架构 05_PlayerModule §2 + §12)。
/// 施加水平位移 + 无敌帧;冲刺期间重力归零,结束后恢复;
+ /// 地面与空中统一使用此状态,空中每次离地限冲刺一次(_dashChargeUsed);
/// 需解锁 AbilityType.Dash 才能进入(PlayerController 负责条件检查)。
///
public class DashState : PlayerStateBase
@@ -13,29 +14,27 @@ namespace BaseGames.Player.States
private float _timer;
private float _cooldownTimer;
///
- /// 无敌的独立冷却计时器。由 TickCooldown 每帧减少;
- /// 地面冲刺和空中冲刺共享此计时器(AerialDashState 通过 GetState<DashState>() 读写)。
+ /// 无敌的独立冷却计时器。由 TickCooldown 每帧减少。
///
private float _invincibilityCooldownTimer;
private int _facingDir;
- /// 本次离地后是否已消耗过一次空中冲刺。落地或下劈命中(Pogo)时重置。
- private bool _airDashUsed;
+ /// 本次离地后是否已消耗过冲刺次数。落地或下劈命中(Pogo)时重置。
+ private bool _dashChargeUsed;
public bool CanDash => _cooldownTimer <= 0f;
/// 空中冲刺可用条件:冷却就绪 且 本次离地内尚未冲刺过。
- public bool CanAirDash => _cooldownTimer <= 0f && !_airDashUsed;
+ public bool CanDashMidAir => _cooldownTimer <= 0f && !_dashChargeUsed;
- /// 重置空中冲刺次数(落地或 Pogo 时由 IdleState/RunState/DownAttackState 调用)。
- public void ResetAirDash() => _airDashUsed = false;
+ /// 重置冲刺次数(落地或 Pogo 时由 IdleState/RunState/DownAttackState 调用)。
+ public void ResetDashCharge() => _dashChargeUsed = false;
///
/// 无敌帧是否已冷却,即本次冲刺可以获得无敌。
- /// DashState 和 AerialDashState 共享同一实例计时器实现 "spam 冲刺不能持续无敌" 机制。
///
public bool CanGrantInvincibility => _invincibilityCooldownTimer <= 0f;
- /// 重置无敌冷却(DashState/AerialDashState 驾用无敌后调用)。
+ /// 重置无敌冷却(冲刺使用无敌后调用)。
public void ResetInvincibilityCooldown(float cd) => _invincibilityCooldownTimer = cd;
// ── IsInvincible 不再在状态层硬编码,改为全面依赖 Stats._invincibleTimer ────────────
@@ -54,7 +53,7 @@ namespace BaseGames.Player.States
// 空中冲刺:记录本次离地已使用冲刺(地面冲刺不消耗,仅空中限制一次)
if (!Move.IsGrounded)
- _airDashUsed = true;
+ _dashChargeUsed = true;
// 无敌帧:
// 条件 1:已解锁 InvincibleDash
diff --git a/Assets/_Game/Scripts/Player/States/DownAttackState.cs b/Assets/_Game/Scripts/Player/States/DownAttackState.cs
index 0cd8ac3..7dbc4a0 100644
--- a/Assets/_Game/Scripts/Player/States/DownAttackState.cs
+++ b/Assets/_Game/Scripts/Player/States/DownAttackState.cs
@@ -61,7 +61,7 @@ namespace BaseGames.Player.States
_hasHitEnemy = true;
// Pogo 弹跳:命中敌人后向上弹起,同时重置空中能力(等同落地效果)
Owner.ResetAirJumps();
- Owner.GetState()?.ResetAirDash();
+ Owner.GetState()?.ResetDashCharge();
Move.Jump();
}
diff --git a/Assets/_Game/Scripts/Player/States/FallState.cs b/Assets/_Game/Scripts/Player/States/FallState.cs
index daca388..c0a67ac 100644
--- a/Assets/_Game/Scripts/Player/States/FallState.cs
+++ b/Assets/_Game/Scripts/Player/States/FallState.cs
@@ -6,7 +6,7 @@ namespace BaseGames.Player.States
/// 下落状态。
/// - 郊狼跳:CoyoteTimer > 0 时按跳跃 → 一段跳(JumpState,使用 JumpForce)。
/// - 空中跳跃:CoyoteTimer 耗尽后按跳跃且 AirJumpsLeft > 0 → JumpState(使用 DoubleJumpForce)。
- /// - 冲刺:HasAbility(Dash) && DashState.CanAirDash → DashState(地面与空中统一,空中限一次)。
+ /// - 冲刺:HasAbility(Dash) && DashState.CanDashMidAir → DashState(地面与空中统一,空中限一次)。
/// - 抓墙:贴墙时按下朝向墙壁的方向键 → WallSlideState。
/// - 增强下落重力(FallGravityMult)确保下落快于上升,手感紧实。
///
@@ -42,7 +42,7 @@ namespace BaseGames.Player.States
// ── 冲刺(地面/空中统一使用 DashState)────────────────────────────
// 先确认能力与冷却均满足,再消耗缓冲,避免无操作时静默吃掉输入
var dashState = Owner.GetState();
- if (dashState != null && dashState.CanAirDash
+ if (dashState != null && dashState.CanDashMidAir
&& Stats != null && Stats.HasAbility(AbilityType.Dash)
&& Buffer.ConsumeDash())
{
diff --git a/Assets/_Game/Scripts/Player/States/IdleState.cs b/Assets/_Game/Scripts/Player/States/IdleState.cs
index 8adc4fe..1cdba21 100644
--- a/Assets/_Game/Scripts/Player/States/IdleState.cs
+++ b/Assets/_Game/Scripts/Player/States/IdleState.cs
@@ -14,7 +14,7 @@ namespace BaseGames.Player.States
Move?.ZeroHorizontalVelocity();
// 落地时重置空中能力计数器及抓墙记录
Owner.ResetAirJumps();
- Owner.GetState()?.ResetAirDash();
+ Owner.GetState()?.ResetDashCharge();
Owner.GetState()?.ResetWallGrab();
Owner.SetPostWallJump(false);
}
diff --git a/Assets/_Game/Scripts/Player/States/JumpState.cs b/Assets/_Game/Scripts/Player/States/JumpState.cs
index a94091a..cb1675c 100644
--- a/Assets/_Game/Scripts/Player/States/JumpState.cs
+++ b/Assets/_Game/Scripts/Player/States/JumpState.cs
@@ -7,7 +7,7 @@ namespace BaseGames.Player.States
/// - 一段跳 / 郊狼跳:OnStateEnter 时调用 Move.Jump()。
/// - 二段跳(二段跳能力解锁后可用):上升或下落途中再按跳跃且 AirJumpsLeft > 0,
/// 调用 Move.DoubleJump(),重播跳跃动画,不离开本状态(保持速度截断逻辑)。
- /// - 空中冲刺:上升途中按冲刺且 HasAbility(AirDash) → AerialDashState。
+ /// - 空中冲刺:上升途中按冲刺且 HasAbility(AirDash) → DashState。
/// - 变高跳:松开跳跃键触发 JumpCancelledEvent → CutJump()(系数 = JumpCutMultiplier)。
/// - _isDoubleJump:由 FallState 在转换前通过 SetDoubleJump(true) 预设,
/// 使 OnStateEnter 对二段跳调用 Move.DoubleJump() 而非 Move.Jump()。
@@ -55,7 +55,7 @@ namespace BaseGames.Player.States
// 冲刺(地面/空中统一使用 DashState,空中限一次,优先于二段跳:冲刺可保存二段跳机会)
// 先确认能力与冷却均满足,再消耗缓冲,避免无操作时静默吃掉输入
var dashState = Owner.GetState();
- if (dashState != null && dashState.CanAirDash
+ if (dashState != null && dashState.CanDashMidAir
&& Stats != null && Stats.HasAbility(AbilityType.Dash)
&& Buffer.ConsumeDash())
{
diff --git a/Assets/_Game/Scripts/Player/States/RunState.cs b/Assets/_Game/Scripts/Player/States/RunState.cs
index 4e19b43..459549c 100644
--- a/Assets/_Game/Scripts/Player/States/RunState.cs
+++ b/Assets/_Game/Scripts/Player/States/RunState.cs
@@ -13,7 +13,7 @@ namespace BaseGames.Player.States
Anim.Play(AnimCfg.Run);
// 落地时重置空中能力计数器及抓墙记录(水平落地直接进入 RunState 时)
Owner.ResetAirJumps();
- Owner.GetState()?.ResetAirDash();
+ Owner.GetState()?.ResetDashCharge();
Owner.GetState()?.ResetWallGrab();
Owner.SetPostWallJump(false);
}
diff --git a/Assets/_Game/Scripts/Player/States/WallJumpState.cs b/Assets/_Game/Scripts/Player/States/WallJumpState.cs
index 16efa19..67011c0 100644
--- a/Assets/_Game/Scripts/Player/States/WallJumpState.cs
+++ b/Assets/_Game/Scripts/Player/States/WallJumpState.cs
@@ -53,7 +53,7 @@ namespace BaseGames.Player.States
Owner.SetPostWallJump(true);
// 蹬墙成功后立即恢复空中冲刺次数
- Owner.GetState()?.ResetAerialDashes();
+ Owner.GetState()?.ResetDashCharge();
// 播放蹬墙跳动画:背墙跳/对墙跳使用各自专属 Clip,留空时回退到 Jump 动画
var wallJumpClip = _isAwayJump