refactor(enemy): AnimatedCeilingDrop 参数迁入 AnimatedCeilingDropAbilitySO(子类)
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@@ -13,48 +13,39 @@ namespace BaseGames.Enemies.Abilities
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[RequireComponent(typeof(Rigidbody2D))]
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public class AnimatedCeilingDropAbility : EnemyAbilityBase
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{
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[Header("动画")]
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[Tooltip("下落循环动画(旋转下落姿态,循环播放直到落地)")]
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[SerializeField] private ClipTransition _fallLoopClip;
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[Header("物理下落")]
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[Tooltip("切换 Dynamic 后使用的重力倍率")]
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[SerializeField] private float _fallGravityScale = 3.5f;
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[Tooltip("下落超时保护(秒),超时后强制继续执行")]
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[SerializeField] private float _maxFallTime = 3f;
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[SerializeField] private LayerMask _groundMask;
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[Header("落地后")]
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[Tooltip("落地后恢复帧延迟(秒),之后切换为 Patrol 阶段")]
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[SerializeField] private float _recoveryTime = 0.1f;
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[SerializeField] private BodyContactDamage _contactDamage;
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private AnimatedCeilingDropAbilitySO _cfg;
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private Rigidbody2D _rb;
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protected override void Awake()
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{
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base.Awake();
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_cfg = ResolveConfig<AnimatedCeilingDropAbilitySO>();
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_rb = GetComponentInParent<Rigidbody2D>();
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}
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protected override IEnumerator ExecuteCoroutine()
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{
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if (_cfg == null) yield break;
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Phase = AbilityRunState.Active;
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// 播放下落动画(能力脚本负责动画所有权)
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if (_fallLoopClip.Clip != null)
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_animancer.Play(_fallLoopClip);
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if (_cfg.fallLoopClip.Clip != null)
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_animancer.Play(_cfg.fallLoopClip);
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// 切换物理:Kinematic → Dynamic + 重力
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var origBodyType = _rb.bodyType;
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var origGravScale = _rb.gravityScale;
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_rb.bodyType = RigidbodyType2D.Dynamic;
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_rb.gravityScale = _fallGravityScale;
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_rb.gravityScale = _cfg.fallGravityScale;
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_rb.velocity = Vector2.zero;
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// 等待落地(超时保护)
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float elapsed = 0f;
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while (elapsed < _maxFallTime)
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while (elapsed < _cfg.maxFallTime)
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{
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elapsed += Time.fixedDeltaTime;
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yield return new WaitForFixedUpdate();
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@@ -66,7 +57,7 @@ namespace BaseGames.Enemies.Abilities
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if (_contactDamage != null)
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_contactDamage.enabled = true;
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yield return EnemyAbilityWaits.Get(_recoveryTime);
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yield return EnemyAbilityWaits.Get(_cfg.recoveryTime);
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// PlayLocomotionClip(Patrol) 播放 AnimConfig.Walk(地面移动动画)
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_enemy.PlayLocomotionClip(LocomotionMode.Patrol);
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@@ -74,7 +65,7 @@ namespace BaseGames.Enemies.Abilities
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private bool IsGrounded()
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{
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var hit = Physics2D.Raycast(_rb.position, Vector2.down, 0.6f, _groundMask);
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var hit = Physics2D.Raycast(_rb.position, Vector2.down, 0.6f, _cfg.groundMask);
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return hit.collider != null;
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}
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@@ -0,0 +1,25 @@
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using Animancer;
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using UnityEngine;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>AnimatedCeilingDropAbility 的配置:下落动画 + 物理下落/落地参数。</summary>
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[CreateAssetMenu(menuName = "BaseGames/Enemies/Abilities/Animated Ceiling Drop Ability", fileName = "ABL_")]
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public class AnimatedCeilingDropAbilitySO : EnemyAbilitySO
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{
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[Header("动画")]
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[Tooltip("下落循环动画(旋转下落姿态,循环播放直到落地)")]
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public ClipTransition fallLoopClip;
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[Header("物理下落")]
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[Tooltip("切换 Dynamic 后使用的重力倍率")]
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public float fallGravityScale = 3.5f;
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[Tooltip("下落超时保护(秒),超时后强制继续执行")]
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public float maxFallTime = 3f;
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public LayerMask groundMask;
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[Header("落地后")]
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[Tooltip("落地后恢复帧延迟(秒),之后切换为 Patrol 阶段")]
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public float recoveryTime = 0.1f;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b339b460d92741e44832fe66863741e2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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