Refactor code structure for improved readability and maintainability

This commit is contained in:
2026-05-26 13:04:38 +08:00
parent f74d7f1877
commit 5a0f1548ea
53 changed files with 4853 additions and 163 deletions

View File

@@ -0,0 +1,42 @@
using System.Collections;
using System.Linq;
using Animancer;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 面向玩家能力:朝向玩家后播放转身/翻转动画并等待完成。
/// CanUse 重写:仅在无其他技能运行且玩家在背后时可用。
/// 可复用于任何需要"检测背后玩家并翻转"的敌人。
/// </summary>
public class FacePlayerAbility : EnemyAbilityBase
{
[SerializeField] private ClipTransition _faceClip;
public override bool CanUse =>
base.CanUse
&& !_enemy.Abilities.All.Any(a => a != this && a.IsRunning)
&& IsPlayerBehind();
private bool IsPlayerBehind()
{
if (_enemy.PlayerTransform == null) return false;
float dx = _enemy.PlayerTransform.position.x - _enemy.transform.position.x;
int facing = _enemy.Movement?.FacingDirection ?? 1;
return (facing > 0 && dx < 0) || (facing < 0 && dx > 0);
}
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
_enemy.Movement?.FaceTarget(_enemy.PlayerTransform.position);
if (_faceClip.Clip == null) yield break;
_animancer.Play(_faceClip);
yield return EnemyAbilityWaits.Get(_faceClip.Clip.length);
}
}
}