using UnityEngine;
namespace BaseGames.Player.States
{
/// 跑步状态。播放 Run 动画并驱动水平移动。
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及抓墙记录(水平落地直接进入 RunState 时)
Owner.GetState()?.ResetAerialDashes();
Owner.ResetAirJumps();
Owner.ResetWallGrab();
Owner.SetPostWallJump(false);
}
public override void OnStateUpdate()
{
if (!Move.IsGrounded)
{
_owner.TransitionTo(_owner.GetState());
return;
}
if (Buffer.ConsumeJump())
{
_owner.TransitionTo(_owner.GetState());
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() is { CanDash: true } dashState)
{
_owner.TransitionTo(dashState);
return;
}
if (Mathf.Abs(Input.MoveInput.x) < 0.1f)
{
Move.ZeroHorizontalVelocity();
_owner.TransitionTo(_owner.GetState());
return;
}
}
public override void OnStateFixedUpdate()
{
float inputX = Input.MoveInput.x;
if (Mathf.Abs(inputX) > 0.1f)
Move.Move(inputX * Cfg.RunSpeed);
else
Move.ZeroHorizontalVelocity();
}
}
}