- Added DownDash ability with cooldown and speed configuration. - Introduced DownDashState to handle down dashing mechanics, including gravity manipulation and animation playback. - Updated PlayerMovement to support DownDash functionality. - Enhanced PlayerStats to manage spring charge consumption and healing. - Modified PlayerCombat and WeaponHitBoxInstance to support new hit confirmation events. - Updated AbilityType to include new form types for character abilities. - Improved Gizmos for better visualization of enemy detection and attack ranges. - Added feedback systems for form switching in PlayerFeedback and IFeedbackPlayer. - Refactored combat and movement states to accommodate new abilities and ensure smooth transitions.
49 lines
1.8 KiB
C#
49 lines
1.8 KiB
C#
using UnityEngine;
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namespace BaseGames.Player
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{
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[CreateAssetMenu(menuName = "BaseGames/Player/AnimationConfig")]
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public class PlayerAnimationConfigSO : ScriptableObject
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{
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[Header("移动")]
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public AnimationClip Idle;
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public AnimationClip Run;
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public AnimationClip Jump;
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[Tooltip("空中跳跃(二段跳)动画。留空则复用 Jump 动画。")]
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public AnimationClip AirJump;
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public AnimationClip Fall;
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[Tooltip("普通冲刺动画(无无敌帧,过程中受伤会被打断)。")]
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public AnimationClip Dash;
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[Tooltip("无敌冲刺动画(解锁 InvincibleDash 能力后使用)。留空则复用 Dash 动画。")]
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public AnimationClip DashInvincible;
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[Header("墙")]
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public AnimationClip WallSlide;
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[Tooltip("背墙跳动画(无输入或反向输入时触发,远离墙壁斜上方弹出)。留空则复用 Jump 动画。")]
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public AnimationClip WallJumpAway;
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[Tooltip("对墙跳动画(朝向墙壁输入时触发,沿墙壁方向斜上方弹出)。留空则复用 Jump 动画。")]
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public AnimationClip WallJumpToward;
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[Header("受伤 / 死亡")]
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public AnimationClip Hurt;
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public AnimationClip Dead;
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[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)")]
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public float HurtDuration = 0.4f;
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[Header("弹簧")]
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public AnimationClip UseSpring;
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[Header("下冲刺")]
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[Tooltip("向下冲刺动画。留空则复用 Fall 动画。")]
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public AnimationClip DownDash;
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[Header("弹反")]
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public AnimationClip ParryStart;
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public AnimationClip ParrySuccess;
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[Header("游泳")]
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public AnimationClip SwimIdle;
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public AnimationClip SwimMove;
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}
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}
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