修复内容:
PlayerMovement:新增 _facingLocked 字段 + LockFacing(bool) 方法;UpdateFacing() 锁定时直接返回 WallSlideState:OnStateEnter 调用 LockFacing(true) + FlipFacing(_wallDir);OnStateExit 调用 LockFacing(false) 解锁 WallJumpState:OnStateEnter 保险性再调一次 LockFacing(false);WallJumpAway/Toward 同步写入 _inputVelocityX,确保解锁后 UpdateFacing 朝向正确(背墙跳 = 离墙方向,对墙跳 = 朝墙方向)
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@@ -43,6 +43,7 @@ namespace BaseGames.Player
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private bool _isWallRight;
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private bool _onOneWayPlatform;
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private int _facingDirection = 1;
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private bool _facingLocked; // 为 true 时 UpdateFacing() 不覆盖朝向
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private bool _cancelWindowOpen;
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private SurfaceType _currentSurface = SurfaceType.Ground;
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private readonly Collider2D[] _groundBuffer = new Collider2D[4];
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@@ -213,6 +214,7 @@ namespace BaseGames.Player
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// ── 朝向 ──────────────────────────────────────────────────────────────
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public void UpdateFacing()
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{
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if (_facingLocked) return;
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// 读取玩家输入速度(不含平台分量),避免平台横向运动驱动朝向翻转。
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float vx = _inputVelocityX;
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if (Mathf.Abs(vx) < 0.1f) return;
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@@ -247,6 +249,13 @@ namespace BaseGames.Player
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transform.localScale = new Vector3(dir, 1f, 1f);
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}
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/// <summary>
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/// 锁定/解锁自动朝向(UpdateFacing)。
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/// 传入 true 后 UpdateFacing 不再根据输入速度覆盖朝向,
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/// 直到传入 false 解锁。适用于抓墙、蹬墙跳等需要手动控制朝向的状态。
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/// </summary>
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public void LockFacing(bool locked) => _facingLocked = locked;
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// ── 取消窗口 ──────────────────────────────────────────────────────────
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public void SetCancelWindowOpen(bool open) => _cancelWindowOpen = open;
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@@ -318,7 +327,8 @@ namespace BaseGames.Player
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/// </summary>
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public void WallJumpAway(int wallDir)
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{
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_rb.velocity = new Vector2(-wallDir * _config.WallJumpAwayForceX, _config.WallJumpAwayForceY);
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_inputVelocityX = -wallDir * _config.WallJumpAwayForceX;
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_rb.velocity = new Vector2(_inputVelocityX, _config.WallJumpAwayForceY);
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_coyoteTimer = 0f;
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}
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@@ -328,7 +338,8 @@ namespace BaseGames.Player
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/// </summary>
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public void WallJumpToward(int wallDir)
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{
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_rb.velocity = new Vector2(wallDir * _config.WallJumpTowardForceX, _config.WallJumpTowardForceY);
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_inputVelocityX = wallDir * _config.WallJumpTowardForceX;
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_rb.velocity = new Vector2(_inputVelocityX, _config.WallJumpTowardForceY);
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_coyoteTimer = 0f;
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}
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@@ -195,6 +195,18 @@ namespace BaseGames.Player
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OnDamaged?.Invoke();
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}
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/// <summary>
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/// 强制即死,无视无敌帧(危险区域、深渊等环境击杀专用)。
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/// GodMode 下仍然豁免。
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/// </summary>
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public void Kill()
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{
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if (_isGodMode || !IsAlive) return;
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CurrentHP = 0;
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_onHPChanged?.Raise(CurrentHP);
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OnDamaged?.Invoke();
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}
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public void FullHeal()
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{
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if (!IsAlive) return;
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@@ -38,6 +38,9 @@ namespace BaseGames.Player.States
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public override void OnStateEnter()
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{
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// 蹬墙时解锁自动朝向(由 WallSlideState.OnStateExit 已解锁,这里保险再做一次)
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Move?.LockFacing(false);
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// 施加对应类型的速度
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if (_isAwayJump)
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{
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@@ -62,6 +62,11 @@ namespace BaseGames.Player.States
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_lastGrabDir = _wallDir;
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}
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// 锁定自动朝向,防止 LateUpdate 的 UpdateFacing 覆盖手动设置的朝向
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Move?.LockFacing(true);
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// 抓墙时始终面朝墙壁,确保背墙跳的 FlipFacing(-_wallDir) 能正确翻转朝向
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Move?.FlipFacing(_wallDir);
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// 计算当前是否处于正常模式
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UpdateCanJump();
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@@ -76,6 +81,7 @@ namespace BaseGames.Player.States
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public override void OnStateExit()
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{
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Move?.LockFacing(false);
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Input.JumpStartedEvent -= OnJumpPressed;
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}
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@@ -98,6 +104,25 @@ namespace BaseGames.Player.States
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return;
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}
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// ── 抓墙攻击:优先于方向键脱离检测,朝离墙方向翻转后进入空中攻击(无土狼时间)──
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if (Buffer.ConsumeAttack())
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{
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Move.FlipFacing(-_wallDir);
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Owner.TransitionTo(Owner.GetState<AirAttackState>());
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return;
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}
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// ── 抓墙冲刺:优先于方向键脱离检测,朝离墙方向翻转后冲出(无土狼时间)──────────
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var ds = Owner.GetState<DashState>();
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if (ds != null && ds.CanDashMidAir
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&& Stats != null && Stats.HasAbility(AbilityType.Dash)
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&& Buffer.ConsumeDash())
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{
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Move.FlipFacing(-_wallDir);
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Owner.TransitionTo(ds);
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return;
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}
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// 按下方向键 → 启动墙壁土狼时间后主动脱离,自然下落
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if (Input.MoveInput.y < -0.5f)
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{
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@@ -107,7 +132,6 @@ namespace BaseGames.Player.States
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}
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// 按反方向键 → 启动墙壁土狼时间后脱离
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// wall coyote 存在时,离墙后短窗口内仍可触发蹬墙跳,不会误双跳
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float mx = Input.MoveInput.x;
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if (Mathf.Abs(mx) > 0.1f && (mx > 0f ? 1 : -1) != _wallDir)
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{
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