using UnityEngine;
namespace BaseGames.Player
{
[CreateAssetMenu(menuName = "BaseGames/Player/AnimationConfig")]
public class PlayerAnimationConfigSO : ScriptableObject
{
[Header("移动")]
public AnimationClip Idle;
public AnimationClip Run;
public AnimationClip Jump;
public AnimationClip Fall;
public AnimationClip Dash;
[Header("墙")]
public AnimationClip WallSlide;
[Header("受伤 / 死亡")]
public AnimationClip Hurt;
public AnimationClip Dead;
[Tooltip("受击硬直最短持续时间(秒),动画早于此时间结束也不会提前退出)")]
public float HurtDuration = 0.4f;
[Header("弹簧")]
public AnimationClip UseSpring;
[Header("地面攻击(连招序列)")]
public AnimationClip[] GroundAttacks;
/// 每段连击的 HitBox 开启/关闭时间点(归一化 0-1),与 GroundAttacks 索引对应。
[System.Serializable]
public struct AttackTimings
{
[Tooltip("HitBox 开启时间点(归一化 0-1)")]
[UnityEngine.Range(0f, 1f)] public float HitBoxEnter;
[Tooltip("HitBox 关闭时间点(归一化 0-1)")]
[UnityEngine.Range(0f, 1f)] public float HitBoxExit;
}
[Header("地面攻击 HitBox 激活窗口(归一化时间 0-1)")]
[Tooltip("每段连击 HitBox 开启/关闭时间点,与 GroundAttacks 索引对应")]
public AttackTimings[] GroundAttackTimings = { new AttackTimings { HitBoxEnter = 0.3f, HitBoxExit = 0.6f } };
[Header("空中攻击")]
public AnimationClip AirAttack;
public AnimationClip UpAttack;
public AnimationClip DownAttack; // 戳击 (Pogo)
[Header("弹反")]
public AnimationClip ParryStart;
public AnimationClip ParrySuccess;
[Header("游泳")]
public AnimationClip SwimIdle;
public AnimationClip SwimMove;
/// 按连招步骤取地面攻击动画,越界自动取最后一个。
public AnimationClip GetAttackClip(int step)
{
if (GroundAttacks == null || GroundAttacks.Length == 0) return null;
return step < GroundAttacks.Length ? GroundAttacks[step] : GroundAttacks[^1];
}
}
}