fix: 修复 AttackState 动画结束后等待阶段的逻辑,确保播放新动画以避免重复触发事件

This commit is contained in:
2026-05-22 13:12:16 +08:00
parent af82b2b325
commit e7b44e1d60
2 changed files with 371 additions and 1 deletions

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@@ -171,7 +171,11 @@ namespace BaseGames.Player.States
// 已是最后一段:消耗掉多余输入,继续进入等待阶段(不 return
}
// 进入动画后等待阶段
// 进入动画后等待阶段
// 必须播放新动画Idle否则 Animancer End Event 会在每帧重复触发 OnClipEnd。
if (AnimCfg?.Idle != null)
Anim.Play(AnimCfg.Idle);
var step = Owner.Weapon?.ActiveWeapon?.GetGroundStep(_comboIndex) ?? default;
float spd = Stats?.AnimatorSpeedMultiplier ?? 1f;
float now = Time.time;