摄像机区域的架构改动

This commit is contained in:
2026-05-15 14:47:24 +08:00
parent 1b37297585
commit f264329751
3591 changed files with 1687228 additions and 446503 deletions

View File

@@ -0,0 +1,51 @@
using UnityEngine;
namespace BaseGames.Player.States
{
/// <summary>跑步状态。播放 Run 动画并驱动水平移动。</summary>
public class RunState : PlayerStateBase
{
public RunState(PlayerController owner) : base(owner) { }
public override void OnStateEnter()
{
if (AnimCfg?.Run != null)
Anim.Play(AnimCfg.Run);
// 落地时重置空中能力计数器(绝大多数情况被 IdleState 覆盖,但水平落地直接进入 RunState 时也需要)
Owner.GetState<AerialDashState>()?.ResetAerialDashes();
Owner.ResetAirJumps();
}
public override void OnStateUpdate()
{
if (!Move.IsGrounded)
{
_owner.TransitionTo(_owner.GetState<FallState>());
return;
}
if (Buffer.ConsumeJump())
{
_owner.TransitionTo(_owner.GetState<JumpState>());
return;
}
// 地面冲刺:需解锁 Dash 能力,且冲刺不在冷却
if (Buffer.ConsumeDash()
&& Stats != null && Stats.HasAbility(AbilityType.Dash)
&& Owner.GetState<DashState>() is { CanDash: true } dashState)
{
_owner.TransitionTo(dashState);
return;
}
if (Mathf.Abs(Input.MoveInput.x) < 0.1f)
{
_owner.TransitionTo(_owner.GetState<IdleState>());
return;
}
}
public override void OnStateFixedUpdate()
{
Move.Move(Input.MoveInput.x * Cfg.RunSpeed);
}
}
}