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.
This commit is contained in:
2026-05-22 00:09:50 +08:00
parent 534de11e5d
commit 47bdc67cdf
27 changed files with 443 additions and 129 deletions

View File

@@ -112,7 +112,10 @@ namespace BaseGames.Player.States
var animState = Anim.Play(step.clip);
animState.Speed *= spd; // 在 ClipTransition 自身速度基础上叠加攻速
// 每次重播同一 ClipTransition 会复用同一 AnimancerState
// 必须先清除旧事件再注册新事件,否则回调会累积叠加。
var events = animState.Events(this);
events.Clear();
events.OnEnd = OnClipEnd;
// HitBox 时间窗口capture step by value for closure safety
@@ -121,11 +124,24 @@ namespace BaseGames.Player.States
Owner.Combat?.EnableWeaponHitBox(AttackDirection.Ground,
capturedStep.hitBoxId, capturedStep.damageSource));
events.Add(capturedStep.hitBoxExit, () => Owner.Combat?.DisableAllWeaponHitBoxes());
// 连击输入窗口
if (capturedStep.comboInputOpen > 0f)
events.Add(capturedStep.comboInputOpen, () => _comboWindowOpen = true);
{
events.Add(capturedStep.comboInputOpen, () =>
{
_comboWindowOpen = true;
// 窗口刚开时,补检查 InputBuffer——玩家可能在窗口前就提前按键
if (!_comboInputPending && Buffer.ConsumeAttack())
_comboInputPending = true;
});
}
else
_comboWindowOpen = true; // 0 = 立即开放
{
_comboWindowOpen = true;
if (!_comboInputPending && Buffer.ConsumeAttack())
_comboInputPending = true;
}
if (capturedStep.comboInputClose > 0f)
events.Add(capturedStep.comboInputClose, () => _comboWindowOpen = false);
@@ -141,11 +157,18 @@ namespace BaseGames.Player.States
_comboWindowOpen = false;
Move.SetCancelWindowOpen(false);
// 如果已有缓存输入,直接推进(零延迟连击)
// 有缓存连击输入且还不是最后一段 → 零延迟推进到下一段
if (_comboInputPending)
{
AdvanceCombo();
return;
_comboInputPending = false;
int maxCombo = Owner.Weapon?.ActiveWeapon?.GroundComboCount ?? 1;
if (_comboIndex < maxCombo - 1)
{
_comboIndex++;
PlayAttackClip();
return; // 新动画已开始,不进入等待阶段
}
// 已是最后一段:消耗掉多余输入,继续进入等待阶段(不 return
}
// 进入动画后等待阶段
@@ -169,7 +192,7 @@ namespace BaseGames.Player.States
}
else
{
// 已是最后一段,忽略多余输入,等待超时
// 已是最后一段,忽略多余输入,等待超时回 Idle
_comboInputPending = false;
}
}

View File

@@ -29,6 +29,9 @@ namespace BaseGames.Player.States
/// <summary>重置冲刺次数(落地或 Pogo 时由 IdleState/RunState/DownAttackState 调用)。</summary>
public void ResetDashCharge() => _dashChargeUsed = false;
/// <summary>消耗空中冲刺次数DownDashState 进入时调用,与普通空中冲刺共享次数上限)。</summary>
public void ConsumeAirDashCharge() => _dashChargeUsed = true;
/// <summary>
/// 无敌帧是否已冷却,即本次冲刺可以获得无敌。
/// </summary>

View File

@@ -0,0 +1,62 @@
using UnityEngine;
namespace BaseGames.Player.States
{
/// <summary>
/// 向下冲刺状态(空中下 + 冲刺触发)。
/// - 消耗空中冲刺次数(与普通冲刺共享,本次离地仅可用一次)。
/// - 关闭重力,施加向下速度,持续 DownDashDuration 秒。
/// - 提前着地或计时结束时退出。
/// - 需解锁 AbilityType.DownDash 才能进入FallState / JumpState 负责条件检查)。
/// </summary>
public class DownDashState : PlayerStateBase
{
private float _timer;
public DownDashState(PlayerController owner) : base(owner) { }
public override void OnStateEnter()
{
// 消耗空中冲刺次数(与普通空中冲刺互斥)
Owner.GetState<DashState>()?.ConsumeAirDashCharge();
_timer = Cfg.DownDashDuration;
// 关闭重力,施加向下速度
Move?.SetGravityScale(0f);
Move?.DownDash(Cfg.DownDashSpeed);
// 优先播放专属动画,未配置时回退到 Fall 动画
var clip = AnimCfg?.DownDash ?? AnimCfg?.Fall;
if (clip != null) Anim?.Play(clip);
}
public override void OnStateUpdate()
{
_timer -= Time.deltaTime;
if (_timer <= 0f || Move.IsGrounded)
EndDownDash();
}
public override void OnStateFixedUpdate()
{
// 持续保持向下速度(防止摩擦力减速)
if (_timer > 0f && !Move.IsGrounded)
Move?.DownDash(Cfg.DownDashSpeed);
}
public override void OnStateExit()
{
Move?.SetGravityScale(Cfg.DefaultGravityScale);
}
private void EndDownDash()
{
Move?.ZeroVelocity();
if (Move != null && Move.IsGrounded)
Owner.TransitionTo(Owner.GetState<IdleState>());
else
Owner.TransitionTo(Owner.GetState<FallState>());
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b5c828df0b1d49d4bb45ced1da093e7b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -6,6 +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
/// - 下冲刺HasAbility(DownDash) &amp;&amp; 下方向 + 冲刺键 → DownDashState优先于普通冲刺
/// - 冲刺HasAbility(Dash) &amp;&amp; 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。
@@ -53,9 +54,20 @@ namespace BaseGames.Player.States
return;
}
// ── 下冲刺(下 + 冲刺 → 向下冲刺,优先于普通冲刺)──────────────────────
// 按住下方向 + 冲刺键,且已解锁 DownDash 能力、空中冲刺次数未耗尽
var dashState = Owner.GetState<DashState>();
if (dashState != null && dashState.CanDashMidAir
&& Input.MoveInput.y < -0.5f
&& Stats != null && Stats.HasAbility(AbilityType.DownDash)
&& Buffer.ConsumeDash())
{
_owner.TransitionTo(_owner.GetState<DownDashState>());
return;
}
// ── 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<DashState>();
if (dashState != null && dashState.CanDashMidAir
&& Stats != null && Stats.HasAbility(AbilityType.Dash)
&& Buffer.ConsumeDash())

View File

@@ -52,9 +52,20 @@ namespace BaseGames.Player.States
return;
}
// ── 下冲刺(下 + 冲刺 → 向下冲刺,优先于普通冲刺)──────────────────────
// 按住下方向 + 冲刺键,且已解锁 DownDash 能力、空中冲刺次数未耗尽
var dashState = Owner.GetState<DashState>();
if (dashState != null && dashState.CanDashMidAir
&& Input.MoveInput.y < -0.5f
&& Stats != null && Stats.HasAbility(AbilityType.DownDash)
&& Buffer.ConsumeDash())
{
_owner.TransitionTo(_owner.GetState<DownDashState>());
return;
}
// 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<DashState>();
if (dashState != null && dashState.CanDashMidAir
&& Stats != null && Stats.HasAbility(AbilityType.Dash)
&& Buffer.ConsumeDash())

View File

@@ -350,6 +350,7 @@ namespace BaseGames.Player.States
_states[typeof(FallState)] = new FallState(this);
_states[typeof(AttackState)] = new AttackState(this);
_states[typeof(DashState)] = new DashState(this);
_states[typeof(DownDashState)] = new DownDashState(this);
_states[typeof(WallSlideState)] = new WallSlideState(this);
_states[typeof(WallJumpState)] = new WallJumpState(this);
_states[typeof(AirAttackState)] = new AirAttackState(this);

View File

@@ -14,11 +14,11 @@ namespace BaseGames.Player.States
public override void OnStateEnter()
{
// 消耗灵泉充能并治疗PlayerStats.UseSpring 内部回复 HP
bool used = Stats?.UseSpring() ?? false;
// 前摇开始时只扣除充能,不立即回血;回血在前摇结束后的 OnSpringEnd 中执行。
// 若前摇被打断(受伤 → HurtStateOnStateExit 被调用,充能已扣除但 OnSpringEnd 不会执行,回血失败。
bool used = Stats?.ConsumeSpringCharge() ?? false;
if (!used)
{
// 无充能时立即退出
Owner.TransitionTo(Owner.GetState<IdleState>());
return;
}
@@ -37,7 +37,7 @@ namespace BaseGames.Player.States
}
}
// 无动画则直接结束
// 无动画配置则直接结束(视为前摇瞬间完成)
OnSpringEnd();
}
@@ -49,6 +49,8 @@ namespace BaseGames.Player.States
private void OnSpringEnd()
{
// 前摇正常结束 → 执行回血
Stats?.ApplySpringHeal();
Owner.TransitionTo(Owner.GetState<IdleState>());
}
}