using UnityEngine;
namespace BaseGames.Player.States
{
///
/// 空中冲刺状态(架构 05_PlayerModule §12)。
/// 与地面 DashState 独立,消耗 MaxAerialDashes 次数;
/// 空中冲刺可向任意方向(使用移动输入方向,无输入则使用朝向)。
///
public class AerialDashState : PlayerStateBase
{
private float _timer;
private int _aerialDashesLeft;
private int _facingDir;
public bool HasAerialDash => _aerialDashesLeft > 0;
// ── IsInvincible 不再在状态层硬编码,与 DashState 保持一致:
// 实际无敌用 Stats.BeginInvincibility(DashInvincibilityDuration) 面题。
// PlayerController.TakeDamage 已将 Stats.IsInvincible 纳入硬直判断。
public AerialDashState(PlayerController owner) : base(owner)
{
_aerialDashesLeft = 1;
}
public override void OnStateEnter()
{
_aerialDashesLeft = Mathf.Max(0, _aerialDashesLeft - 1);
_facingDir = Owner.FacingDirection;
_timer = Cfg.DashDuration;
// 无敌帧:与地面冲刺共享同一无敌 CD(DashState._invincibilityCooldownTimer)
// 条件 1:已解锁 InvincibleDash
// 条件 2:共享无敌冷却已就绪
var dashState = Owner.GetState();
if (Stats != null && Stats.HasAbility(AbilityType.InvincibleDash)
&& dashState != null && dashState.CanGrantInvincibility)
{
Stats.BeginInvincibility(Cfg.DashInvincibilityDuration);
dashState.ResetInvincibilityCooldown(Cfg.DashInvincibilityCooldown);
}
// 关闭重力,施加冲刺速度(空中冲刺不改变垂直速度)
Move?.SetGravityScale(0f);
float dir = Input.MoveInput.x != 0 ? Mathf.Sign(Input.MoveInput.x) : _facingDir;
Move?.Dash(new Vector2(dir, 0f), Cfg.DashSpeed);
// 播放冲刺动画(复用地面冲刺动画)
if (AnimCfg?.Dash != null) Anim?.Play(AnimCfg.Dash);
}
public override void OnStateUpdate()
{
_timer -= Time.deltaTime;
if (_timer <= 0f)
{
Move?.SetGravityScale(Cfg.DefaultGravityScale);
Owner.TransitionTo(Owner.GetState());
}
}
public override void OnStateExit()
{
Move?.SetGravityScale(Cfg.DefaultGravityScale);
}
public override void OnStateFixedUpdate()
{
// 冲刺期间锁定速度
if (_timer > 0f)
{
float dir = Input.MoveInput.x != 0 ? Mathf.Sign(Input.MoveInput.x) : _facingDir;
Move?.Dash(new Vector2(dir, 0f), Cfg.DashSpeed);
}
}
/// 着地时重置空中冲刺次数(由 PlayerController 在着地时调用)。
public void ResetAerialDashes()
{
_aerialDashesLeft = Cfg.MaxAerialDashes;
}
}
}