Files
zeling_v2/Assets/_Game/Scripts/Player/PlayerStatsSO.cs
Joywayer 47bdc67cdf feat: Implement DownDash ability and related systems
- 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.
2026-05-22 00:09:50 +08:00

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