158 lines
7.1 KiB
C#
158 lines
7.1 KiB
C#
using UnityEngine;
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namespace BaseGames.Player.States
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{
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/// <summary>
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/// 跳跃状态。
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/// - 一段跳 / 郊狼跳:OnStateEnter 时调用 Move.Jump()。
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/// - 二段跳(二段跳能力解锁后可用):上升或下落途中再按跳跃且 AirJumpsLeft > 0,
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/// 调用 Move.DoubleJump(),重播跳跃动画,不离开本状态(保持速度截断逻辑)。
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/// - 空中冲刺:上升途中按冲刺且 HasAbility(AirDash) → DashState。
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/// - 变高跳:松开跳跃键触发 JumpCancelledEvent → CutJump()(系数 = JumpCutMultiplier)。
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/// - _isDoubleJump:由 FallState 在转换前通过 SetDoubleJump(true) 预设,
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/// 使 OnStateEnter 对二段跳调用 Move.DoubleJump() 而非 Move.Jump()。
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/// </summary>
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public class JumpState : PlayerStateBase
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{
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private bool _isDoubleJump;
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public JumpState(PlayerController owner) : base(owner) { }
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/// <summary>
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/// 由 FallState 在转换到 JumpState 前调用,标记本次进入为二段跳,
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/// 以便 OnStateEnter 使用 DoubleJumpForce 而非 JumpForce。
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/// </summary>
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public void SetDoubleJump(bool isDouble) => _isDoubleJump = isDouble;
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public override void OnStateEnter()
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{
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if (AnimCfg?.Jump != null)
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Anim.Play(AnimCfg.Jump);
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if (_isDoubleJump)
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{
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Move.DoubleJump();
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// 优先播放专属空中跳跃动画,未配置时回退到普通跳跃动画
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var airJumpClip = AnimCfg?.AirJump ?? AnimCfg?.Jump;
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if (airJumpClip != null) Anim?.Play(airJumpClip);
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}
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else
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Move.Jump();
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_isDoubleJump = false; // 消耗标记
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Input.JumpCancelledEvent += OnJumpCancelled;
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}
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public override void OnStateUpdate()
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{
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// 上升结束时转为下落
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if (Move.Rb.velocity.y <= 0f)
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{
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_owner.TransitionTo(_owner.GetState<FallState>());
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return;
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}
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// 冲刺(地面/空中统一使用 DashState,空中限一次,优先于二段跳:冲刺可保存二段跳机会)
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// 先确认能力与冷却均满足,再消耗缓冲,避免无操作时静默吃掉输入
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var dashState = Owner.GetState<DashState>();
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if (dashState != null && dashState.CanDashMidAir
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&& Stats != null && Stats.HasAbility(AbilityType.Dash)
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&& Buffer.ConsumeDash())
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{
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_owner.TransitionTo(dashState);
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return;
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}
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// 二段跳:上升阶段即可触发(先确认有次数再消耗缓冲,避免静默消耗)
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if (Owner.AirJumpsLeft > 0 && Buffer.ConsumeJump())
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{
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Owner.UseAirJump();
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Move.DoubleJump();
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// 播放空中跳跃动画,未配置时回退到 Jump
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var airJumpClip = AnimCfg?.AirJump ?? AnimCfg?.Jump;
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if (airJumpClip != null) Anim?.Play(airJumpClip);
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return;
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}
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// 空中攻击:Move Y > 0 → 上劈;Y < -0.5 且解锁下劈 → 下劈;其余 → 空中攻击
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if (Buffer.ConsumeAttack())
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{
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if (Input.MoveInput.y > 0.5f)
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_owner.TransitionTo(_owner.GetState<UpAttackState>());
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else if (Input.MoveInput.y < -0.5f
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&& Stats != null && Stats.HasAbility(AbilityType.DownSlash))
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_owner.TransitionTo(_owner.GetState<DownAttackState>());
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else
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_owner.TransitionTo(_owner.GetState<AirAttackState>());
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return;
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}
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// ── 抓墙:贴墙 + 朝向墙壁按键,或蹬墙跳后的自动抓墙──────────────
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var wd = Owner.WallDetector;
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if (wd != null && wd.IsTouchingWall && !Move.IsGrounded)
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{
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int wallDir = wd.WallDirection;
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bool pressingTowardWall = Mathf.Abs(Input.MoveInput.x) > 0.01f
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&& (int)Mathf.Sign(Input.MoveInput.x) == wallDir;
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if ((pressingTowardWall || Owner.IsPostWallJump)
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&& Stats != null && Stats.HasAbility(AbilityType.WallCling))
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{
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_owner.TransitionTo(_owner.GetState<WallSlideState>());
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return;
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}
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}
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}
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public override void OnStateFixedUpdate()
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{
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// ── 顶点悬停:第一判断 |vy|,动态切换重力缩放系数 ────────────────
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// |垂直速度| 低于顶点阈值时,重力缩减至 ApexGravityMultiplier 倍,
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// 产生角色在跳跃顶点起起“滒空”的手感,属于高重力平台游戏的标志性特征。
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// 转入 FallState 时 OnStateExit 会恢复默认重力,不会漏到 FallState。
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float absVY = Mathf.Abs(Move.Rb.velocity.y);
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if (absVY < Cfg.ApexThreshold)
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Move.SetGravityScale(Cfg.DefaultGravityScale * Cfg.ApexGravityMultiplier);
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else
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Move.SetGravityScale(Cfg.DefaultGravityScale);
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// ── 空中水平移动(朝向墙壁时停止施力,防止贴墙悬停)──────────────
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if (Mathf.Abs(Input.MoveInput.x) > 0.01f)
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{
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int inputDir = Input.MoveInput.x > 0 ? 1 : -1;
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var wd = Owner.WallDetector;
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if (wd != null && wd.IsTouchingWall && wd.WallDirection == inputDir)
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{
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// 按下朝墙方向键 + 在墙上(且未著地)→ 进入抓墙状态
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var wss = Owner.GetState<WallSlideState>();
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if (wss != null && !Move.IsGrounded)
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{
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wss.PrepareEnter(inputDir);
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Owner.TransitionTo(wss);
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return;
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}
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Move.ZeroHorizontalVelocity();
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}
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else if (wd != null && wd.HasPartialContact(inputDir))
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{
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// 仅部分射线命中(如检测点高于矮墙顶部),停止施加朝墙方向的水平速度,
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// 防止角色边角被卡在墙顶而无法继续下落。
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Move.ZeroHorizontalVelocity();
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}
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else
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Move.Move(Input.MoveInput.x * Cfg.RunSpeed);
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}
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else
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Move.ZeroHorizontalVelocity();
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}
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public override void OnStateExit()
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{
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// 顶点悬停可能已降低重力,离开本状态时必须恢复;
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// 否则进入 FallState/DashState 等后续状态时重力仍低于默认值。
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Move.SetGravityScale(Cfg.DefaultGravityScale);
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Input.JumpCancelledEvent -= OnJumpCancelled;
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}
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private void OnJumpCancelled() => Move.CutJump();
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}
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}
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