Files
zeling_v2/Assets/_Game/Scripts/Player/States/DownDashState.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

63 lines
2.0 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using UnityEngine;
namespace BaseGames.Player.States
{
/// <summary>
/// 向下冲刺状态(空中下 + 冲刺触发)。
/// - 消耗空中冲刺次数(与普通冲刺共享,本次离地仅可用一次)。
/// - 关闭重力,施加向下速度,持续 DownDashDuration 秒。
/// - 提前着地或计时结束时退出。
/// - 需解锁 AbilityType.DownDash 才能进入FallState / JumpState 负责条件检查)。
/// </summary>
public class DownDashState : PlayerStateBase
{
private float _timer;
public DownDashState(PlayerController owner) : base(owner) { }
public override void OnStateEnter()
{
// 消耗空中冲刺次数(与普通空中冲刺互斥)
Owner.GetState<DashState>()?.ConsumeAirDashCharge();
_timer = Cfg.DownDashDuration;
// 关闭重力,施加向下速度
Move?.SetGravityScale(0f);
Move?.DownDash(Cfg.DownDashSpeed);
// 优先播放专属动画,未配置时回退到 Fall 动画
var clip = AnimCfg?.DownDash ?? AnimCfg?.Fall;
if (clip != null) Anim?.Play(clip);
}
public override void OnStateUpdate()
{
_timer -= Time.deltaTime;
if (_timer <= 0f || Move.IsGrounded)
EndDownDash();
}
public override void OnStateFixedUpdate()
{
// 持续保持向下速度(防止摩擦力减速)
if (_timer > 0f && !Move.IsGrounded)
Move?.DownDash(Cfg.DownDashSpeed);
}
public override void OnStateExit()
{
Move?.SetGravityScale(Cfg.DefaultGravityScale);
}
private void EndDownDash()
{
Move?.ZeroVelocity();
if (Move != null && Move.IsGrounded)
Owner.TransitionTo(Owner.GetState<IdleState>());
else
Owner.TransitionTo(Owner.GetState<FallState>());
}
}
}