PlayerMovementConfigSO.cs

新增 WallHangSpeed = 1f:正常抓墙(低于等于 wallGrabY,可蹬墙跳区间)的缓慢下滑速度
WallSlideSpeed 语义调整为:受限模式(高于 wallGrabY)的较快下滑速度
PlayerMovement.cs

ApplyWallSlide() 改为 ApplyWallSlide(float speed),由调用方传入对应速度
WallSlideState.cs

OnStateFixedUpdate:正常模式用 WallHangSpeed,受限模式用 WallSlideSpeed(两档清晰分离)
恢复反方向键脱离:脱离时同样调用 StartWallCoyote,wall coyote 窗口内仍能触发蹬墙跳
更新类头注释完整描述脱离方式和下滑速度档位Two wall slide improvements:
This commit is contained in:
2026-05-21 15:58:46 +08:00
parent 20b207ed58
commit fcd3e2dcdd
6 changed files with 106 additions and 26 deletions

View File

@@ -24,6 +24,8 @@ namespace BaseGames.Player
// ── 运行时状态 ────────────────────────────────────────────────────────
private Rigidbody2D _rb;
private float _coyoteTimer;
private float _wallCoyoteTimer;
private int _wallCoyoteDir; // 离墙时记录的墙壁方向(+1 右 / -1 左)
private bool _isGrounded;
// Update 中调用 ZeroHorizontalVelocity 后设置此标记;
// 下一个 FixedUpdate-200先于状态机 -100读取并清零
@@ -47,6 +49,7 @@ namespace BaseGames.Player
[SerializeField] private bool _dbg_IsGrounded;
[SerializeField] private bool _dbg_OnOneWayPlatform;
[SerializeField] private bool _dbg_HasCoyoteTime;
[SerializeField] private bool _dbg_HasWallCoyoteTime;
[SerializeField] private bool _dbg_IsWallLeft;
[SerializeField] private bool _dbg_IsWallRight;
[SerializeField] private bool _dbg_CancelWindowOpen;
@@ -55,6 +58,8 @@ namespace BaseGames.Player
public bool IsGrounded => _isGrounded;
public bool HasCoyoteTime => _coyoteTimer > 0f;
public bool HasWallCoyoteTime => _wallCoyoteTimer > 0f;
public int WallCoyoteDir => _wallCoyoteDir;
public bool IsWallLeft => _isWallLeft;
public bool IsWallRight => _isWallRight;
public bool OnOneWayPlatform => _onOneWayPlatform;
@@ -93,12 +98,15 @@ namespace BaseGames.Player
else
_coyoteTimer = Mathf.Max(0f, _coyoteTimer - Time.fixedDeltaTime);
_wallCoyoteTimer = Mathf.Max(0f, _wallCoyoteTimer - Time.fixedDeltaTime);
#if UNITY_EDITOR
_dbg_VelocityX = _rb.velocity.x;
_dbg_VelocityY = _rb.velocity.y;
_dbg_IsGrounded = _isGrounded;
_dbg_OnOneWayPlatform = _onOneWayPlatform;
_dbg_HasCoyoteTime = _coyoteTimer > 0f;
_dbg_HasWallCoyoteTime = _wallCoyoteTimer > 0f;
_dbg_IsWallLeft = _isWallLeft;
_dbg_IsWallRight = _isWallRight;
_dbg_CancelWindowOpen = _cancelWindowOpen;
@@ -198,6 +206,21 @@ namespace BaseGames.Player
// ── 取消窗口 ──────────────────────────────────────────────────────────
public void SetCancelWindowOpen(bool open) => _cancelWindowOpen = open;
// ── 墙壁土狼时间 ──────────────────────────────────────────────────────
/// <summary>
/// 由 WallSlideState 在切换到 FallState 时调用:启动墙壁土狼计时器。
/// 窗口内HasWallCoyoteTime == true按跳跃键仍可触发蹬墙跳。
/// wallDir+1 = 右墙 / -1 = 左墙。
/// </summary>
public void StartWallCoyote(int wallDir)
{
_wallCoyoteTimer = _config.WallCoyoteTime;
_wallCoyoteDir = wallDir;
}
/// <summary>消耗墙壁土狼时间,防止同一帧被多次触发。</summary>
public void ConsumeWallCoyote() => _wallCoyoteTimer = 0f;
// ── 冲刺 ──────────────────────────────────────────────────────────────
/// <summary>
/// 施加冲刺速度DashState/DashState 调用)。
@@ -210,12 +233,12 @@ namespace BaseGames.Player
}
/// <summary>
/// 壁滑:将垂直速度限制为 -WallSlideSpeed受限抓墙时向下缓慢滑动)。
/// WallSlideState.OnStateFixedUpdate 在受限模式下每帧调用
/// 壁滑:将垂直速度限制为 -speed每帧调用以约束最大下滑速度)。
/// WallSlideState.OnStateFixedUpdate 根据正常/受限模式传入不同速度
/// </summary>
public void ApplyWallSlide()
public void ApplyWallSlide(float speed)
{
float targetY = -_config.WallSlideSpeed;
float targetY = -speed;
if (_rb.velocity.y < targetY)
_rb.velocity = new Vector2(_rb.velocity.x, targetY);
}