using Animancer; using UnityEngine; namespace BaseGames.Enemies.Abilities { /// RushAbility(冲锋)的配置:起手/循环/收招动画 + 冲刺速度与时长上限。 [CreateAssetMenu(menuName = "BaseGames/Enemies/Abilities/Rush Ability", fileName = "ABL_")] public class RushAbilitySO : EnemyAbilitySO { [Header("动画(起手 / 循环 / 收招)")] public ClipTransition startClip; // Skill_Start:起手(一次性) public ClipTransition loopClip; // Skill_Loop:冲锋推进(循环) public ClipTransition endClip; // Skill_End:收招(一次性) [Header("冲刺")] [Tooltip("冲刺速度;<=0 时回退用 EnemyStatsSO.RunSpeed(追击速度)")] public float dashSpeed = 0f; [Tooltip("单次冲锋的最长时长(秒)。够不到锁定点时(掉坑/对岸/被非检测层挡住)由它收尾。" + "0 = 不限时长(仅靠越过锁定点/撞墙/卡死检测终止)。")] [Min(0f)] public float maxDashDuration = 2f; } }