摄像机区域的架构改动
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48
Assets/_Game/Scripts/Player/States/PlayerStateBase.cs
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48
Assets/_Game/Scripts/Player/States/PlayerStateBase.cs
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using Animancer;
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using BaseGames.Input;
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using BaseGames.Player;
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namespace BaseGames.Player.States
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{
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/// <summary>
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/// 所有玩家状态的抽象基类。持有 PlayerController 引用并提供便捷属性访问。
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/// 状态不继承 MonoBehaviour,生命周期由 PlayerController 驱动。
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/// </summary>
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public abstract class PlayerStateBase
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{
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protected PlayerController _owner;
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protected PlayerStateBase(PlayerController owner) => _owner = owner;
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public virtual void OnStateEnter() { }
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public virtual void OnStateUpdate() { }
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public virtual void OnStateFixedUpdate() { }
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public virtual void OnStateExit() { }
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public virtual PlayerStateBase GetNextState() => null;
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/// <summary>
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/// 此状态期间是否应视为无敌(忽略伤害)。
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/// 冲刺等状态 override 为 true,PlayerController.TakeDamage 据此判断是否进入受击。
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/// </summary>
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public virtual bool IsInvincible => false;
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#if UNITY_EDITOR
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/// <summary>
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/// 此状态允许转换到的目标类型白名单(仅 Editor 调试用)。
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/// 返回空列表表示不限制任何转换。子状态按需 override 来声明合法出口。
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/// </summary>
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public virtual System.Collections.Generic.IReadOnlyList<System.Type> ValidTransitions
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=> System.Array.Empty<System.Type>();
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#endif
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// ── 便捷属性 ──────────────────────────────────────────────────────────
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protected PlayerController Owner => _owner;
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protected InputReaderSO Input => _owner.Input;
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protected InputBuffer Buffer => _owner.Buffer;
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protected PlayerMovement Move => _owner.Movement;
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protected PlayerStats Stats => _owner.Stats;
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protected AnimancerComponent Anim => _owner.Animancer;
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protected PlayerMovementConfigSO Cfg => _owner.MovConfig;
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protected PlayerAnimationConfigSO AnimCfg => _owner.AnimConfig;
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}
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}
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