转身
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@@ -20,9 +20,6 @@ namespace BaseGames.Player
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[SerializeField] private Vector2 _groundCheckSize = new Vector2(0.8f, 0.05f);
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[SerializeField] private Vector2 _groundCheckSize = new Vector2(0.8f, 0.05f);
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[SerializeField] private LayerMask _groundLayer;
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[SerializeField] private LayerMask _groundLayer;
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[Header("朝向")]
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[SerializeField] private SpriteRenderer _spriteRenderer;
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// ── 运行时状态 ────────────────────────────────────────────────────────
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// ── 运行时状态 ────────────────────────────────────────────────────────
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private Rigidbody2D _rb;
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private Rigidbody2D _rb;
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private float _coyoteTimer;
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private float _coyoteTimer;
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@@ -74,8 +71,6 @@ namespace BaseGames.Player
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// SpritePixelSnapper(LateUpdate +1000)在插值结果基础上吸附到像素网格,
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// SpritePixelSnapper(LateUpdate +1000)在插值结果基础上吸附到像素网格,
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// 与 CameraPixelSnapper 同格对齐,消除亚像素模糊;停止时 ≤2 帧像素追赶不可感知。
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// 与 CameraPixelSnapper 同格对齐,消除亚像素模糊;停止时 ≤2 帧像素追赶不可感知。
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_rb.interpolation = RigidbodyInterpolation2D.Interpolate;
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_rb.interpolation = RigidbodyInterpolation2D.Interpolate;
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if (_spriteRenderer == null)
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_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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}
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}
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private void FixedUpdate()
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private void FixedUpdate()
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@@ -179,8 +174,9 @@ namespace BaseGames.Player
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int dir = vx > 0f ? 1 : -1;
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int dir = vx > 0f ? 1 : -1;
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if (dir == _facingDirection) return;
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if (dir == _facingDirection) return;
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_facingDirection = dir;
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_facingDirection = dir;
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if (_spriteRenderer != null)
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// 翻转整个 Transform(而非仅 SpriteRenderer.flipX),
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_spriteRenderer.flipX = dir < 0;
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// 确保 WeaponSocket / SkillSocket 等所有子节点的 HitBox 及投射物生成点随朝向镜像。
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transform.localScale = new Vector3(dir, 1f, 1f);
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}
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}
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// ── 取消窗口 ──────────────────────────────────────────────────────────
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// ── 取消窗口 ──────────────────────────────────────────────────────────
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