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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; }