多轮审查和修复
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@@ -18,6 +18,8 @@ namespace BaseGames.Player
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[Header("受伤 / 死亡")]
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public AnimationClip Hurt;
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public AnimationClip Dead;
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[Tooltip("受击硬直最短持续时间(秒),动画早于此时间结束也不会提前退出)")]
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public float HurtDuration = 0.4f;
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[Header("弹簧")]
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public AnimationClip UseSpring;
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@@ -25,6 +27,20 @@ namespace BaseGames.Player
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[Header("地面攻击(连招序列)")]
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public AnimationClip[] GroundAttacks;
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/// <summary>每段连击的 HitBox 开启/关闭时间点(归一化 0-1),与 GroundAttacks 索引对应。</summary>
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[System.Serializable]
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public struct AttackTimings
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{
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[Tooltip("HitBox 开启时间点(归一化 0-1)")]
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[UnityEngine.Range(0f, 1f)] public float HitBoxEnter;
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[Tooltip("HitBox 关闭时间点(归一化 0-1)")]
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[UnityEngine.Range(0f, 1f)] public float HitBoxExit;
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}
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[Header("地面攻击 HitBox 激活窗口(归一化时间 0-1)")]
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[Tooltip("每段连击 HitBox 开启/关闭时间点,与 GroundAttacks 索引对应")]
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public AttackTimings[] GroundAttackTimings = { new AttackTimings { HitBoxEnter = 0.3f, HitBoxExit = 0.6f } };
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[Header("空中攻击")]
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public AnimationClip AirAttack;
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public AnimationClip UpAttack;
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@@ -34,6 +50,10 @@ namespace BaseGames.Player
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public AnimationClip ParryStart;
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public AnimationClip ParrySuccess;
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[Header("游泳")]
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public AnimationClip SwimIdle;
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public AnimationClip SwimMove;
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/// <summary>按连招步骤取地面攻击动画,越界自动取最后一个。</summary>
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public AnimationClip GetAttackClip(int step)
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{
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