抓墙
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@@ -4,8 +4,9 @@ using System.Collections;
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namespace BaseGames.Player.States
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{
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/// <summary>
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/// 地面冲刺状态(架构 05_PlayerModule §2 + §12)。
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/// 冲刺状态(架构 05_PlayerModule §2 + §12)。
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/// 施加水平位移 + 无敌帧;冲刺期间重力归零,结束后恢复;
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/// 地面与空中统一使用此状态,空中每次离地限冲刺一次(_dashChargeUsed);
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/// 需解锁 AbilityType.Dash 才能进入(PlayerController 负责条件检查)。
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/// </summary>
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public class DashState : PlayerStateBase
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@@ -13,29 +14,27 @@ namespace BaseGames.Player.States
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private float _timer;
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private float _cooldownTimer;
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/// <summary>
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/// 无敌的独立冷却计时器。由 TickCooldown 每帧减少;
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/// 地面冲刺和空中冲刺共享此计时器(AerialDashState 通过 GetState<DashState>() 读写)。
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/// 无敌的独立冷却计时器。由 TickCooldown 每帧减少。
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/// </summary>
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private float _invincibilityCooldownTimer;
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private int _facingDir;
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/// <summary>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。</summary>
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private bool _airDashUsed;
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/// <summary>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。</summary>
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private bool _dashChargeUsed;
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public bool CanDash => _cooldownTimer <= 0f;
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/// <summary>空中冲刺可用条件:冷却就绪 且 本次离地内尚未冲刺过。</summary>
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public bool CanAirDash => _cooldownTimer <= 0f && !_airDashUsed;
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public bool CanDashMidAir => _cooldownTimer <= 0f && !_dashChargeUsed;
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/// <summary>重置空中冲刺次数(落地或 Pogo 时由 IdleState/RunState/DownAttackState 调用)。</summary>
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public void ResetAirDash() => _airDashUsed = false;
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/// <summary>重置冲刺次数(落地或 Pogo 时由 IdleState/RunState/DownAttackState 调用)。</summary>
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public void ResetDashCharge() => _dashChargeUsed = false;
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/// <summary>
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/// 无敌帧是否已冷却,即本次冲刺可以获得无敌。
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/// 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。
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/// </summary>
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public bool CanGrantInvincibility => _invincibilityCooldownTimer <= 0f;
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/// <summary>重置无敌冷却(DashState/AerialDashState 驾用无敌后调用)。</summary>
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/// <summary>重置无敌冷却(冲刺使用无敌后调用)。</summary>
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public void ResetInvincibilityCooldown(float cd) => _invincibilityCooldownTimer = cd;
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// ── IsInvincible 不再在状态层硬编码,改为全面依赖 Stats._invincibleTimer ────────────
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@@ -54,7 +53,7 @@ namespace BaseGames.Player.States
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// 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)
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if (!Move.IsGrounded)
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_airDashUsed = true;
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_dashChargeUsed = true;
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// 无敌帧:
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// 条件 1:已解锁 InvincibleDash
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