- 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.
38 lines
1.3 KiB
C#
38 lines
1.3 KiB
C#
using UnityEngine;
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namespace BaseGames.Player
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{
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[CreateAssetMenu(menuName = "BaseGames/Player/Stats")]
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public class PlayerStatsSO : ScriptableObject
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{
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[Header("HP")]
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public int MaxHP = 5;
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[Header("Soul")]
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public int MaxSoulPower = 100;
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[Header("Spirit")]
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public int MaxSpiritPower = 100;
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public int SpiritRegenRate = 5; // 每秒回复量
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[Header("Spring (治愈弹簧)")]
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public int MaxSpringCharges = 3;
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public int SpringHealAmount = 2;
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public int SpringKillThreshold = 4; // 击杀数触发弹簧恢复
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[Header("无敌帧")]
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public float InvincibilityDuration = 0.6f;
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[Header("初始货币")]
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public int InitialLingZhu = 0;
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[Header("初始已解锁能力")]
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[Tooltip("角色出生时默认持有的能力([Flags] 位掩码)。\n\n" +
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"FormTianHun:天魂形态默认解锁,请务必勾选。\n\n" +
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"Dash:地面与空中冲刺统一控制,勾选后即可使用 DashState。\n\n" +
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"DoubleJump:追加次数由 PlayerMovementConfigSO.MaxAirJumps 决定。\n" +
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"落地或 Pogo 命中后次数自动重置。")]
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public AbilityType InitialAbilities = AbilityType.FormTianHun;
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}
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}
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