chore: initial commit

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

View File

@@ -0,0 +1,153 @@
using UnityEngine;
namespace BaseGames.Player
{
/// <summary>
/// 玩家物理移动组件。封装 Rigidbody2D 操作,提供跑动、跳跃、击退等接口。
/// Phase 2 功能(冲刺、单向平台)在此留存桩方法。
/// </summary>
[RequireComponent(typeof(Rigidbody2D))]
public class PlayerMovement : MonoBehaviour
{
[Header("配置")]
[SerializeField] private PlayerMovementConfigSO _config;
[Header("地面检测")]
[SerializeField] private Transform _groundCheck;
[SerializeField] private Vector2 _groundCheckSize = new Vector2(0.8f, 0.05f);
[SerializeField] private LayerMask _groundLayer;
// ── 运行时状态 ────────────────────────────────────────────────────────
private Rigidbody2D _rb;
private float _coyoteTimer;
private bool _isGrounded;
private bool _isWallLeft;
private bool _isWallRight;
private bool _onOneWayPlatform;
private int _facingDirection = 1;
private bool _cancelWindowOpen;
private SurfaceType _currentSurface = SurfaceType.Ground;
public bool IsGrounded => _isGrounded;
public bool HasCoyoteTime => _coyoteTimer > 0f;
public bool IsWallLeft => _isWallLeft;
public bool IsWallRight => _isWallRight;
public bool OnOneWayPlatform => _onOneWayPlatform;
public int FacingDirection => _facingDirection;
public Rigidbody2D Rb => _rb;
public bool CancelWindowOpen => _cancelWindowOpen;
public SurfaceType CurrentSurface => _currentSurface;
private void Awake() => _rb = GetComponent<Rigidbody2D>();
private void FixedUpdate()
{
CheckGrounded();
CheckWalls();
if (_isGrounded)
_coyoteTimer = _config != null ? _config.CoyoteTime : 0.12f;
else
_coyoteTimer = Mathf.Max(0f, _coyoteTimer - Time.fixedDeltaTime);
}
// ── 移动 ──────────────────────────────────────────────────────────────
public void Move(float speedX)
{
if (_config == null) return;
float target = speedX;
float current = _rb.velocity.x;
float accel = Mathf.Abs(speedX) > 0.01f ? _config.Acceleration : _config.Deceleration;
float newX = Mathf.MoveTowards(current, target, accel * Time.fixedDeltaTime);
_rb.velocity = new Vector2(newX, _rb.velocity.y);
}
// ── 跳跃 ──────────────────────────────────────────────────────────────
public void Jump(bool isVariable = true)
{
float force = _config != null ? _config.JumpForce : 18f;
_rb.velocity = new Vector2(_rb.velocity.x, force);
_coyoteTimer = 0f;
}
public void CutJump()
{
if (_rb.velocity.y > 0f)
_rb.velocity = new Vector2(_rb.velocity.x, _rb.velocity.y * 0.5f);
}
// ── 重力 ──────────────────────────────────────────────────────────────
public void SetGravityScale(float scale) => _rb.gravityScale = scale;
// ── 击退 ──────────────────────────────────────────────────────────────
public void ApplyKnockback(Vector2 direction, float force)
=> _rb.velocity = direction.normalized * force;
// ── 速度控制 ──────────────────────────────────────────────────────────
public void ZeroVelocity() => _rb.velocity = Vector2.zero;
public void ZeroHorizontalVelocity() => _rb.velocity = new Vector2(0f, _rb.velocity.y);
// ── 朝向 ──────────────────────────────────────────────────────────────
public void UpdateFacing()
{
float vx = _rb.velocity.x;
if (Mathf.Abs(vx) < 0.1f) return;
int dir = vx > 0f ? 1 : -1;
if (dir == _facingDirection) return;
_facingDirection = dir;
Vector3 s = transform.localScale;
transform.localScale = new Vector3(Mathf.Abs(s.x) * dir, s.y, s.z);
}
// ── 取消窗口 ──────────────────────────────────────────────────────────
public void SetCancelWindowOpen(bool open) => _cancelWindowOpen = open;
// ── Phase 2 桩 ────────────────────────────────────────────────────────
/// <summary>Phase 2 实现冲刺。</summary>
public void Dash(Vector2 direction, float speed) { }
/// <summary>Phase 2 实现单向平台穿透。</summary>
public void DropThroughPlatform() { }
// ── Physics 检测 ──────────────────────────────────────────────────────
private void CheckGrounded()
{
bool wasGrounded = _isGrounded;
Vector2 origin = _groundCheck != null
? (Vector2)_groundCheck.position
: (Vector2)transform.position + Vector2.down * 0.5f;
_isGrounded = Physics2D.OverlapBox(origin, _groundCheckSize, 0f, _groundLayer);
if (_isGrounded && !wasGrounded)
_coyoteTimer = _config != null ? _config.CoyoteTime : 0.12f;
}
private void CheckWalls()
{
if (_config == null) return;
float len = _config.WallRayLength;
float offY = _config.WallRayOffsetY;
Vector2 pos = (Vector2)transform.position + Vector2.up * offY;
_isWallLeft = Physics2D.Raycast(pos, Vector2.left, len, _groundLayer);
_isWallRight = Physics2D.Raycast(pos, Vector2.right, len, _groundLayer);
}
private void OnDrawGizmosSelected()
{
if (_groundCheck == null) return;
Gizmos.color = Color.green;
Gizmos.DrawWireCube(_groundCheck.position, _groundCheckSize);
}
}
/// <summary>当前所在地面类型(用于脚步声等反馈)。</summary>
public enum SurfaceType
{
Ground,
OneWayPlatform,
Slope,
Ice,
}
}