chore: initial commit

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2026-05-08 11:04:00 +08:00
commit f55d2a57c3
6278 changed files with 866081 additions and 0 deletions

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"name": "BaseGames.Parry",
"defineConstraints": [],
"noEngineReferences": false,
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"rootNamespace": "BaseGames.Parry",
"references": [],
"autoReferenced": true,
"overrideReferences": false,
"includePlatforms": []
}

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using UnityEngine;
namespace BaseGames.Parry
{
/// <summary>
/// 弹反状态管理器。Phase 1 桩 — Phase 2 实现。
/// 只负责维护「当前是否处于弹反窗口」,不感知任何伤害数据类型。
/// HurtBoxCombat 层)主动调用 ConsumeParry() 来查询并消费弹反机会。
/// </summary>
public class ParrySystem : MonoBehaviour
{
/// <summary>当前是否处于弹反激活窗口。Phase 2 由输入/动画事件写入。</summary>
public bool IsParrying { get; private set; }
/// <summary>
/// 查询并消费一次弹反机会。
/// 若处于弹反窗口则返回 true 并关闭窗口;否则返回 false。
/// </summary>
public bool ConsumeParry()
{
if (!IsParrying) return false;
IsParrying = false;
return true;
}
// Phase 2由动画事件 / InputReader 调用以开启弹反窗口
public void OpenParryWindow() => IsParrying = true;
public void CloseParryWindow() => IsParrying = false;
}
}

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// Placeholder to prevent asmdef-no-scripts warning.
namespace BaseGames.Parry { }

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