using UnityEngine;
namespace BaseGames.Player
{
///
/// 独立墙壁检测组件(架构 05_PlayerModule §13)。
/// ⚠️ 不嵌入 PlayerMovement,以保持单一职责。
/// 每侧发两根射线(Top + Bottom),两根均命中才视为接触墙壁(防卡角误判)。
/// WallSlideState / WallJumpState 通过 PlayerController.WallDetector 访问。
///
[RequireComponent(typeof(PlayerMovement))]
public class PlayerWallDetector : MonoBehaviour
{
[SerializeField] private PlayerMovementConfigSO _config;
[Header("墙壁 Layer(默认使用 \"Wall\" + \"Ground\")")]
[SerializeField] private LayerMask _wallLayer;
/// 当前是否正在触碰墙壁。
public bool IsTouchingWall { get; private set; }
/// 触碰到的墙壁方向:+1 = 右墙,-1 = 左墙,0 = 无墙。
public int WallDirection { get; private set; }
private void Awake()
{
Debug.Assert(_config != null, "[PlayerWallDetector] _config 未赋值,请在 Inspector 中指定 PlayerMovementConfigSO。", this);
}
private void FixedUpdate()
{
bool rightWall = CheckSide(Vector2.right);
bool leftWall = CheckSide(Vector2.left);
IsTouchingWall = rightWall || leftWall;
WallDirection = rightWall ? 1 : (leftWall ? -1 : 0);
}
///
/// 每侧发两根射线(TopRay + BottomRay),两根均命中才返回 true。
///
private bool CheckSide(Vector2 dir)
{
Vector2 center = transform.position;
float len = _config.WallRayLength;
float oy = _config.WallRayOffsetY;
int layer = _wallLayer != 0 ? (int)_wallLayer : LayerMask.GetMask("Wall", "Ground");
bool top = Physics2D.Raycast(center + Vector2.up * oy, dir, len, layer);
bool bot = Physics2D.Raycast(center + Vector2.down * oy, dir, len, layer);
return top && bot;
}
private void OnDrawGizmosSelected()
{
if (_config == null) return;
float len = _config.WallRayLength;
float oy = _config.WallRayOffsetY;
Vector2 center = transform.position;
Gizmos.color = IsTouchingWall ? Color.red : Color.cyan;
// 右侧两根射线
Gizmos.DrawRay(center + Vector2.up * oy, Vector2.right * len);
Gizmos.DrawRay(center + Vector2.down * oy, Vector2.right * len);
// 左侧两根射线
Gizmos.DrawRay(center + Vector2.up * oy, Vector2.left * len);
Gizmos.DrawRay(center + Vector2.down * oy, Vector2.left * len);
}
}
}