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diff --git a/Assets/_Game/Scripts/Player/PlayerMovement.cs b/Assets/_Game/Scripts/Player/PlayerMovement.cs
index 2f02215..5223e8f 100644
--- a/Assets/_Game/Scripts/Player/PlayerMovement.cs
+++ b/Assets/_Game/Scripts/Player/PlayerMovement.cs
@@ -49,9 +49,14 @@ namespace BaseGames.Player
private bool _wasGrounded;
// 跳跃/二段跳期间禁用斜坡吸附,防止把起跳判定成斜坡而立即下压
private bool _slopeSnapDisabled;
- private readonly Collider2D[] _groundBuffer = new Collider2D[4];
- private int _groundHitCount;
+ private readonly Collider2D[] _groundBuffer = new Collider2D[4];
+ private int _groundHitCount;
private readonly ContactPoint2D[] _slopeContactBuffer = new ContactPoint2D[8];
+ private readonly ContactPoint2D[] _wallContactBuffer = new ContactPoint2D[8];
+ // 跳跃上升阶段贴墙时保护 vy:物理摩擦会在碰墙瞬间降低垂直速度,
+ // 通过 OnCollisionEnter/Stay2D 将 vy 恢复到碰撞前的值。
+ private float _savedVy;
+ private bool _preserveVyOnWallContact;
#if UNITY_EDITOR
// ── 运行时调试(Inspector 中可见)───────────────────────────────
@@ -111,6 +116,10 @@ namespace BaseGames.Player
_pendingHorizontalZero = false;
}
+ // 保存本帧物理步开始前的垂直速度,用于 OnCollisionEnter/Stay2D 中恢复被墙壁
+ // 摩擦力降低的 vy(状态机 -100 比本脚本 -200 晚执行,不会影响此处的读取时机)。
+ _savedVy = _rb.velocity.y;
+
CheckGrounded();
CheckWalls();
@@ -283,6 +292,47 @@ namespace BaseGames.Player
/// 消耗墙壁土狼时间,防止同一帧被多次触发。
public void ConsumeWallCoyote() => _wallCoyoteTimer = 0f;
+ // ── 跳跃上升贴墙 vy 保护 ──────────────────────────────────────────────
+ ///
+ /// JumpState.OnStateEnter/Exit 调用,开启/关闭跳跃上升阶段的 vy 保护。
+ /// 开启后,OnCollisionEnter/Stay2D 检测到水平墙壁接触且角色有朝墙速度时,
+ /// 将 vy 恢复到本帧物理步前的值,消除物理摩擦对跳跃最高点的影响。
+ ///
+ public void SetPreserveVyOnWallContact(bool preserve)
+ => _preserveVyOnWallContact = preserve;
+
+ private void OnCollisionEnter2D(Collision2D collision)
+ => TryRestoreVyFromWallFriction(collision);
+
+ private void OnCollisionStay2D(Collision2D collision)
+ => TryRestoreVyFromWallFriction(collision);
+
+ ///
+ /// 检测水平墙壁碰撞时是否因摩擦力降低了 vy,若是则恢复到碰撞前的值。
+ /// 只在角色确实以朝向墙壁的水平速度(_inputVelocityX)发生碰撞时才恢复,
+ /// 防止 ZeroHVel 正常工作(vx=0,无摩擦)的帧中错误地抵消重力。
+ ///
+ private void TryRestoreVyFromWallFriction(Collision2D collision)
+ {
+ if (!_preserveVyOnWallContact || _savedVy <= 0f) return;
+ for (int i = 0; i < collision.contactCount; i++)
+ {
+ float nx = collision.GetContact(i).normal.x;
+ if (Mathf.Abs(nx) > 0.5f)
+ {
+ // 法线朝右(nx > 0.5)= 左侧墙,角色朝左运动时产生摩擦(vx < 0)
+ // 法线朝左(nx < -0.5)= 右侧墙,角色朝右运动时产生摩擦(vx > 0)
+ bool hadVelocityIntoWall = (nx > 0.5f && _inputVelocityX < -0.1f)
+ || (nx < -0.5f && _inputVelocityX > 0.1f);
+ if (hadVelocityIntoWall)
+ {
+ _rb.velocity = new Vector2(_rb.velocity.x, _savedVy);
+ return;
+ }
+ }
+ }
+ }
+
// ── IPassengerReceiver ────────────────────────────────────────────────
///
/// MovingPlatform.FixedUpdate(-300) 推送本帧平台期望位移。
@@ -445,6 +495,20 @@ namespace BaseGames.Player
_isWallLeft = Physics2D.Raycast(pos, Vector2.left, len, _groundLayer);
_isWallRight = Physics2D.Raycast(pos, Vector2.right, len, _groundLayer);
+
+ // 物理接触点兜底:补充射线未覆盖图层或长度不足时的漏检。
+ // GetContacts 返回上一物理步的接触点,由本脚本(-200)读取时先于状态机(-100),
+ // 可在状态机决定是否施加水平速度之前获得"当帧最新"的墙壁接触信息。
+ if (!_isWallLeft || !_isWallRight)
+ {
+ int cnt = _rb.GetContacts(_wallContactBuffer);
+ for (int i = 0; i < cnt; i++)
+ {
+ float nx = _wallContactBuffer[i].normal.x;
+ if (nx > 0.5f) _isWallLeft = true; // 法线朝右 = 左侧有墙
+ if (nx < -0.5f) _isWallRight = true; // 法线朝左 = 右侧有墙
+ }
+ }
}
private void OnDrawGizmos()
diff --git a/Assets/_Game/Scripts/Player/States/JumpState.cs b/Assets/_Game/Scripts/Player/States/JumpState.cs
index c1bb7e6..c3dc931 100644
--- a/Assets/_Game/Scripts/Player/States/JumpState.cs
+++ b/Assets/_Game/Scripts/Player/States/JumpState.cs
@@ -41,15 +41,32 @@ namespace BaseGames.Player.States
_isDoubleJump = false; // 消耗标记
Input.JumpCancelledEvent += OnJumpCancelled;
+ // 开启上升阶段贴墙 vy 保护:防止物理摩擦降低跳跃最高点
+ Move.SetPreserveVyOnWallContact(true);
}
public override void OnStateUpdate()
{
- // 上升结束时转为下落
+ // 上升结束时转为下落。
+ // 例外:按住朝墙方向且射线已检测到墙时,物理摩擦可能将 vy 瞬间压到 ≤ 0,
+ // 此时不触发 FallState,让后续抓墙检测在 vy 稳定后接管状态转换,
+ // 防止因一帧摩擦导致跳跃高度降低并错误进入 FallState。
if (Move.Rb.velocity.y <= 0f)
{
- _owner.TransitionTo(_owner.GetState());
- return;
+ bool pressingTowardDetectedWall = false;
+ if (Mathf.Abs(Input.MoveInput.x) > 0.01f)
+ {
+ int inputDir = Input.MoveInput.x > 0 ? 1 : -1;
+ bool cwRay = inputDir > 0 ? Move.IsWallRight : Move.IsWallLeft;
+ var wd0 = Owner.WallDetector;
+ pressingTowardDetectedWall = cwRay
+ || (wd0 != null && wd0.IsTouchingWall && wd0.WallDirection == inputDir);
+ }
+ if (!pressingTowardDetectedWall)
+ {
+ _owner.TransitionTo(_owner.GetState());
+ return;
+ }
}
// ── 下冲刺(下 + 冲刺 → 向下冲刺,优先于普通冲刺)──────────────────────
@@ -98,8 +115,10 @@ namespace BaseGames.Player.States
}
// ── 抓墙:贴墙 + 朝向墙壁按键,或蹬墙跳后的自动抓墙──────────────
+ // 仅在上升结束后(vy ≤ 0)才进入抓墙状态;上升阶段阻止转换以保留顶点重力缩减,
+ // 避免贴墙按方向键导致跳跃最大高度降低。
var wd = Owner.WallDetector;
- if (wd != null && wd.IsTouchingWall && !Move.IsGrounded)
+ if (wd != null && wd.IsTouchingWall && !Move.IsGrounded && !Move.IsRising)
{
int wallDir = wd.WallDirection;
bool pressingTowardWall = Mathf.Abs(Input.MoveInput.x) > 0.01f
@@ -130,11 +149,19 @@ namespace BaseGames.Player.States
{
int inputDir = Input.MoveInput.x > 0 ? 1 : -1;
var wd = Owner.WallDetector;
+ // PlayerWallDetector(order 0)在状态机(order -100)之后执行,
+ // 其 IsTouchingWall / HasPartialContact 对状态机而言是上一帧的结果。
+ // PlayerMovement.CheckWalls()(order -200)在状态机之前执行,
+ // IsWallLeft / IsWallRight 是当帧最新结果,可提前一帧停止施力,
+ // 防止角色以 RunSpeed 压入墙面后物理引擎的摩擦力降低上升速度。
+ bool currentFrameWall = inputDir > 0 ? Move.IsWallRight : Move.IsWallLeft;
if (wd != null && wd.IsTouchingWall && wd.WallDirection == inputDir)
{
// 按下朝墙方向键 + 在墙上(且未著地)→ 进入抓墙状态
+ // 仅在上升结束后(vy ≤ 0)才进入抓墙状态;上升阶段只停止水平施力,
+ // 保留顶点重力缩减逻辑,防止贴墙按键导致跳跃最大高度降低。
var wss = Owner.GetState();
- if (wss != null && !Move.IsGrounded)
+ if (wss != null && !Move.IsGrounded && !Move.IsRising)
{
wss.PrepareEnter(inputDir);
Owner.TransitionTo(wss);
@@ -142,10 +169,10 @@ namespace BaseGames.Player.States
}
Move.ZeroHorizontalVelocity();
}
- else if (wd != null && wd.HasPartialContact(inputDir))
+ else if (currentFrameWall || (wd != null && wd.HasPartialContact(inputDir)))
{
- // 仅部分射线命中(如检测点高于矮墙顶部),停止施加朝墙方向的水平速度,
- // 防止角色边角被卡在墙顶而无法继续下落。
+ // 当帧单射线已检测到墙(PlayerMovement -200 先于状态机 -100 执行),
+ // 或上一帧部分射线命中——停止施力,防止以 RunSpeed 压入墙面产生摩擦力。
Move.ZeroHorizontalVelocity();
}
else
@@ -160,6 +187,7 @@ namespace BaseGames.Player.States
// 顶点悬停可能已降低重力,离开本状态时必须恢复;
// 否则进入 FallState/DashState 等后续状态时重力仍低于默认值。
Move.SetGravityScale(Cfg.DefaultGravityScale);
+ Move.SetPreserveVyOnWallContact(false);
Input.JumpCancelledEvent -= OnJumpCancelled;
}