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