87 lines
2.8 KiB
C#
87 lines
2.8 KiB
C#
using UnityEngine;
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using BaseGames.Combat;
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namespace BaseGames.Player.States
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{
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/// <summary>
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/// 下劈(踩踏 Pogo)状态(架构 05_PlayerModule §2)。
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/// 需解锁 AbilityType.DownSlash 才能进入;
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/// 激活 HitBoxDown,着地或命中后弹跳。
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/// </summary>
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public class DownAttackState : PlayerStateBase
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{
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private bool _hasHitEnemy;
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private bool _exited;
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public DownAttackState(PlayerController owner) : base(owner) { }
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public override void OnStateEnter()
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{
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_hasHitEnemy = false;
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_exited = false;
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if (Owner.Combat != null)
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Owner.Combat.OnDownHitConfirmed += OnDownHitConfirmed;
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var step = Owner.Weapon?.ActiveWeapon?.GetDirStep(AttackDirection.Down);
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float spd = Stats?.AnimatorSpeedMultiplier ?? 1f;
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if (step?.clip?.Clip != null)
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{
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var animState = Anim.Play(step.Value.clip);
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animState.Speed *= spd;
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var events = animState.Events(this);
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events.OnEnd = OnClipEnd;
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var s = step.Value;
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events.Add(s.hitBoxEnter, () => Owner.Combat?.EnableWeaponHitBox(AttackDirection.Down, s.hitBoxId));
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events.Add(step.Value.hitBoxExit, () => Owner.Combat?.DisableAllWeaponHitBoxes());
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}
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else
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{
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Owner.Combat?.EnableWeaponHitBox(AttackDirection.Down);
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OnClipEnd();
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}
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// 施加向下的速度(下劈冲击)
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if (Move?.Rb != null)
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Move.Rb.velocity = new Vector2(Move.Rb.velocity.x, -18f);
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}
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public override void OnStateExit()
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{
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_exited = true;
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if (Owner.Combat != null)
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Owner.Combat.OnDownHitConfirmed -= OnDownHitConfirmed;
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Owner.Combat?.DisableAllWeaponHitBoxes();
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}
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private void OnDownHitConfirmed(BaseGames.Combat.DamageInfo _)
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{
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if (_hasHitEnemy) return;
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_hasHitEnemy = true;
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// Pogo 弹跳:命中敌人后向上弹起,同时重置空中能力(等同落地效果)
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Owner.ResetAirJumps();
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Owner.GetState<DashState>()?.ResetAirDash();
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Move.Jump();
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}
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public override void OnStateUpdate()
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{
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// 着地时回到 Idle / Run
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if (Move.IsGrounded)
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{
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Owner.TransitionTo(Owner.GetState<IdleState>());
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}
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}
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private void OnClipEnd()
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{
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if (_exited) return;
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if (!Move.IsGrounded)
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Owner.TransitionTo(Owner.GetState<FallState>());
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else
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Owner.TransitionTo(Owner.GetState<IdleState>());
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}
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}
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}
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