添加翻转视觉朝向的方法以支持蹬墙跳时的即时转向,并在切换到 WallSlideState 时确保正确刷新抓墙高度

This commit is contained in:
2026-05-21 20:57:03 +08:00
parent cb68ad6a2f
commit d38505fd31
2 changed files with 22 additions and 1 deletions

View File

@@ -236,6 +236,17 @@ namespace BaseGames.Player
_rb.velocity = Vector2.zero;
}
/// <summary>
/// 仅翻转视觉朝向,不修改速度。用于蹬墙跳瞬间需要立即转向而不中断跳跃速度的场景。
/// dir+1 = 朝右,-1 = 朝左。
/// </summary>
public void FlipFacing(int dir)
{
if (dir == 0 || dir == _facingDirection) return;
_facingDirection = dir;
transform.localScale = new Vector3(dir, 1f, 1f);
}
// ── 取消窗口 ──────────────────────────────────────────────────────────
public void SetCancelWindowOpen(bool open) => _cancelWindowOpen = open;

View File

@@ -40,7 +40,11 @@ namespace BaseGames.Player.States
{
// 施加对应类型的速度
if (_isAwayJump)
{
Move?.WallJumpAway(_wallDir);
// 背墙跳:立即转向远离墙壁的方向(不清零速度)
Move?.FlipFacing(-_wallDir);
}
else
Move?.WallJumpToward(_wallDir);
@@ -76,7 +80,13 @@ namespace BaseGames.Player.States
var wd = Owner.WallDetector;
if (wd != null && wd.IsTouchingWall && !Move.IsGrounded)
{
Owner.TransitionTo(Owner.GetState<WallSlideState>());
// 传入真实墙壁方向,确保切换到对面墙时 WallSlideState 能正确刷新抓墙高度
var wss = Owner.GetState<WallSlideState>();
if (wss != null)
{
wss.PrepareEnter(wd.WallDirection);
Owner.TransitionTo(wss);
}
return;
}
}