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

@@ -32,6 +32,9 @@ namespace BaseGames.Player
/// <summary>下劈命中确认事件(供 DownAttackState Pogo 逻辑)。</summary>
public event System.Action<DamageInfo> OnDownHitConfirmed;
/// <summary>任意 HitBox 命中确认事件(供 PlayerCombat 订阅通用命中反馈)。</summary>
public event System.Action<DamageInfo> OnHitConfirmed;
private void Awake()
{
_allHitBoxes = GetComponentsInChildren<HitBox>(true);
@@ -41,6 +44,7 @@ namespace BaseGames.Player
private void OnAnyHitConfirmed(DamageInfo info)
{
OnHitConfirmed?.Invoke(info);
if (_activeDir == AttackDirection.Down)
OnDownHitConfirmed?.Invoke(info);
}