feat: Implement DownDash ability and related systems
- Added DownDash ability with cooldown and speed configuration. - Introduced DownDashState to handle down dashing mechanics, including gravity manipulation and animation playback. - Updated PlayerMovement to support DownDash functionality. - Enhanced PlayerStats to manage spring charge consumption and healing. - Modified PlayerCombat and WeaponHitBoxInstance to support new hit confirmation events. - Updated AbilityType to include new form types for character abilities. - Improved Gizmos for better visualization of enemy detection and attack ranges. - Added feedback systems for form switching in PlayerFeedback and IFeedbackPlayer. - Refactored combat and movement states to accommodate new abilities and ensure smooth transitions.
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@@ -123,13 +123,23 @@ namespace BaseGames.Combat
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{
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var col = GetComponent<Collider2D>();
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if (col == null) return;
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// HurtBox:正常激活 = 青色,无敌 = 黄色,非激活 = 极淡青
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Gizmos.color = !_isActive
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? new Color(0f, 0.85f, 1f, 0.15f)
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: _isHurtBoxInvincible
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? new Color(1f, 1f, 0f, 1f )
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: new Color(0f, 0.85f, 1f, 1f );
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HitBox.DrawCollider2DWire(col);
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Color fill, outline;
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if (!_isActive)
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{
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fill = new Color(0f, 0.85f, 1f, 0.05f);
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outline = new Color(0f, 0.85f, 1f, 0.20f);
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}
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else if (_isHurtBoxInvincible)
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{
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fill = new Color(1f, 1f, 0f, 0.25f);
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outline = new Color(1f, 1f, 0f, 0.90f);
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}
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else
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{
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fill = new Color(0f, 0.85f, 1f, 0.20f);
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outline = new Color(0f, 0.85f, 1f, 0.90f);
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}
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HitBox.DrawCollider2DFilled(col, fill, outline);
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}
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#endif
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}
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