refactor(enemy): AnimatedCeilingDrop 参数迁入 AnimatedCeilingDropAbilitySO(子类)

This commit is contained in:
2026-07-21 11:29:20 +08:00
parent 16b0d7b819
commit 34772c3d20
3 changed files with 46 additions and 19 deletions
@@ -13,48 +13,39 @@ namespace BaseGames.Enemies.Abilities
[RequireComponent(typeof(Rigidbody2D))]
public class AnimatedCeilingDropAbility : EnemyAbilityBase
{
[Header("动画")]
[Tooltip("下落循环动画(旋转下落姿态,循环播放直到落地)")]
[SerializeField] private ClipTransition _fallLoopClip;
[Header("物理下落")]
[Tooltip("切换 Dynamic 后使用的重力倍率")]
[SerializeField] private float _fallGravityScale = 3.5f;
[Tooltip("下落超时保护(秒),超时后强制继续执行")]
[SerializeField] private float _maxFallTime = 3f;
[SerializeField] private LayerMask _groundMask;
[Header("落地后")]
[Tooltip("落地后恢复帧延迟(秒),之后切换为 Patrol 阶段")]
[SerializeField] private float _recoveryTime = 0.1f;
[SerializeField] private BodyContactDamage _contactDamage;
private AnimatedCeilingDropAbilitySO _cfg;
private Rigidbody2D _rb;
protected override void Awake()
{
base.Awake();
_cfg = ResolveConfig<AnimatedCeilingDropAbilitySO>();
_rb = GetComponentInParent<Rigidbody2D>();
}
protected override IEnumerator ExecuteCoroutine()
{
if (_cfg == null) yield break;
Phase = AbilityRunState.Active;
// 播放下落动画(能力脚本负责动画所有权)
if (_fallLoopClip.Clip != null)
_animancer.Play(_fallLoopClip);
if (_cfg.fallLoopClip.Clip != null)
_animancer.Play(_cfg.fallLoopClip);
// 切换物理:Kinematic → Dynamic + 重力
var origBodyType = _rb.bodyType;
var origGravScale = _rb.gravityScale;
_rb.bodyType = RigidbodyType2D.Dynamic;
_rb.gravityScale = _fallGravityScale;
_rb.gravityScale = _cfg.fallGravityScale;
_rb.velocity = Vector2.zero;
// 等待落地(超时保护)
float elapsed = 0f;
while (elapsed < _maxFallTime)
while (elapsed < _cfg.maxFallTime)
{
elapsed += Time.fixedDeltaTime;
yield return new WaitForFixedUpdate();
@@ -66,7 +57,7 @@ namespace BaseGames.Enemies.Abilities
if (_contactDamage != null)
_contactDamage.enabled = true;
yield return EnemyAbilityWaits.Get(_recoveryTime);
yield return EnemyAbilityWaits.Get(_cfg.recoveryTime);
// PlayLocomotionClip(Patrol) 播放 AnimConfig.Walk(地面移动动画)
_enemy.PlayLocomotionClip(LocomotionMode.Patrol);
@@ -74,7 +65,7 @@ namespace BaseGames.Enemies.Abilities
private bool IsGrounded()
{
var hit = Physics2D.Raycast(_rb.position, Vector2.down, 0.6f, _groundMask);
var hit = Physics2D.Raycast(_rb.position, Vector2.down, 0.6f, _cfg.groundMask);
return hit.collider != null;
}
@@ -0,0 +1,25 @@
using Animancer;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>AnimatedCeilingDropAbility 的配置:下落动画 + 物理下落/落地参数。</summary>
[CreateAssetMenu(menuName = "BaseGames/Enemies/Abilities/Animated Ceiling Drop Ability", fileName = "ABL_")]
public class AnimatedCeilingDropAbilitySO : EnemyAbilitySO
{
[Header("动画")]
[Tooltip("下落循环动画(旋转下落姿态,循环播放直到落地)")]
public ClipTransition fallLoopClip;
[Header("物理下落")]
[Tooltip("切换 Dynamic 后使用的重力倍率")]
public float fallGravityScale = 3.5f;
[Tooltip("下落超时保护(秒),超时后强制继续执行")]
public float maxFallTime = 3f;
public LayerMask groundMask;
[Header("落地后")]
[Tooltip("落地后恢复帧延迟(秒),之后切换为 Patrol 阶段")]
public float recoveryTime = 0.1f;
}
}
@@ -0,0 +1,11 @@
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