using UnityEngine;
using BaseGames.Combat;
namespace BaseGames.Player.States
{
///
/// 下劈(踩踏 Pogo)状态(架构 05_PlayerModule §2)。
/// 需解锁 AbilityType.DownSlash 才能进入;
/// 激活 HitBoxDown,着地或命中后弹跳。
///
public class DownAttackState : PlayerStateBase
{
private bool _hasHitEnemy;
private bool _exited;
public DownAttackState(PlayerController owner) : base(owner) { }
public override void OnStateEnter()
{
_hasHitEnemy = false;
_exited = false;
if (Owner.Combat != null)
Owner.Combat.OnDownHitConfirmed += OnDownHitConfirmed;
var step = Owner.Weapon?.ActiveWeapon?.GetDirStep(AttackDirection.Down);
float spd = Stats?.AnimatorSpeedMultiplier ?? 1f;
if (step?.clip?.Clip != null)
{
var animState = Anim.Play(step.Value.clip);
animState.Speed *= spd;
var events = animState.Events(this);
events.OnEnd = OnClipEnd;
var s = step.Value;
events.Add(s.hitBoxEnter, () => Owner.Combat?.EnableWeaponHitBox(AttackDirection.Down, s.hitBoxId));
events.Add(step.Value.hitBoxExit, () => Owner.Combat?.DisableAllWeaponHitBoxes());
}
else
{
Owner.Combat?.EnableWeaponHitBox(AttackDirection.Down);
OnClipEnd();
}
// 施加向下的速度(下劈冲击)
if (Move?.Rb != null)
Move.Rb.velocity = new Vector2(Move.Rb.velocity.x, -18f);
}
public override void OnStateExit()
{
_exited = true;
if (Owner.Combat != null)
Owner.Combat.OnDownHitConfirmed -= OnDownHitConfirmed;
Owner.Combat?.DisableAllWeaponHitBoxes();
}
private void OnDownHitConfirmed(BaseGames.Combat.DamageInfo _)
{
if (_hasHitEnemy) return;
_hasHitEnemy = true;
// Pogo 弹跳:命中敌人后向上弹起,同时重置空中能力(等同落地效果)
Owner.ResetAirJumps();
Owner.GetState()?.ResetDashCharge();
Move.Jump();
}
public override void OnStateUpdate()
{
// 着地时回到 Idle / Run
if (Move.IsGrounded)
{
Owner.TransitionTo(Owner.GetState());
}
}
private void OnClipEnd()
{
if (_exited) return;
if (!Move.IsGrounded)
Owner.TransitionTo(Owner.GetState());
else
Owner.TransitionTo(Owner.GetState());
}
}
}