110 lines
4.4 KiB
C#
110 lines
4.4 KiB
C#
using UnityEngine;
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using System.Collections;
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namespace BaseGames.Player.States
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{
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/// <summary>
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/// 地面冲刺状态(架构 05_PlayerModule §2 + §12)。
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/// 施加水平位移 + 无敌帧;冲刺期间重力归零,结束后恢复;
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/// 需解锁 AbilityType.Dash 才能进入(PlayerController 负责条件检查)。
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/// </summary>
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public class DashState : PlayerStateBase
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{
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private float _timer;
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private float _cooldownTimer;
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/// <summary>
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/// 无敌的独立冷却计时器。由 TickCooldown 每帧减少;
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/// 地面冲刺和空中冲刺共享此计时器(AerialDashState 通过 GetState<DashState>() 读写)。
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/// </summary>
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private float _invincibilityCooldownTimer;
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private int _facingDir;
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public bool CanDash => _cooldownTimer <= 0f;
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/// <summary>
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/// 无敌帧是否已冷却,即本次冲刺可以获得无敌。
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/// DashState 和 AerialDashState 共享同一实例计时器实现 "spam 冲刺不能持续无敌" 机制。
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/// </summary>
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public bool CanGrantInvincibility => _invincibilityCooldownTimer <= 0f;
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/// <summary>重置无敌冷却(DashState/AerialDashState 驾用无敌后调用)。</summary>
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public void ResetInvincibilityCooldown(float cd) => _invincibilityCooldownTimer = cd;
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// ── IsInvincible 不再在状态层硬编码,改为全面依赖 Stats._invincibleTimer ────────────
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// 冲刺无敌窗口 = BeginInvincibility(DashInvincibilityDuration) 设定的时间限 Stats._invincibleTimer
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// PlayerController.TakeDamage 已改为将 Stats.IsInvincible 纳入硬直判断,居间无敌窗口自然失效。
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// 不再需要 override IsInvincible。
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public DashState(PlayerController owner) : base(owner) { }
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public override void OnStateEnter()
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{
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Debug.Assert(Cfg != null, "[DashState] MovementConfig 未配置,请在 PlayerController Inspector 中绑定 MovementConfig SO。", _owner);
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_facingDir = Owner.FacingDirection;
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_timer = Cfg.DashDuration;
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// 无敌帧:
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// 条件 1:已解锁 InvincibleDash
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// 条件 2:无敌冷却已就绪(防止 spam 冲刺连序无敌)
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// 窗口时长 = DashInvincibilityDuration < DashDuration,冲刺后段无保护
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if (Stats != null && Stats.HasAbility(AbilityType.InvincibleDash) && CanGrantInvincibility)
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{
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Stats.BeginInvincibility(Cfg.DashInvincibilityDuration);
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_invincibilityCooldownTimer = Cfg.DashInvincibilityCooldown;
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}
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// 关闭重力,施加冲刺速度
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Move?.SetGravityScale(0f);
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Move?.Dash(new Vector2(_facingDir, 0f), Cfg.DashSpeed);
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// 播放冲刺动画
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if (AnimCfg?.Dash != null) Anim?.Play(AnimCfg.Dash);
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}
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public override void OnStateUpdate()
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{
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_timer -= Time.deltaTime;
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if (_timer <= 0f)
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{
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EndDash();
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return;
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}
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// 撞墙立即终止冲刺(碰到实体墙立即中止,避免压墙卡住)
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var wd = Owner.WallDetector;
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if (wd != null && wd.IsTouchingWall && wd.WallDirection == _facingDir)
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EndDash();
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}
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public override void OnStateExit()
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{
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// 恢复默认重力
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Move?.SetGravityScale(Cfg.DefaultGravityScale);
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_cooldownTimer = Cfg.DashCooldown;
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}
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public override void OnStateFixedUpdate()
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{
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// 冲刺期间保持冲刺速度(防止摩擦力减速)
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if (_timer > 0f)
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Move?.Dash(new Vector2(_facingDir, 0f), Cfg.DashSpeed);
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}
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private void EndDash()
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{
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if (Move != null && Move.IsGrounded)
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Owner.TransitionTo(Owner.GetState<IdleState>());
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else
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Owner.TransitionTo(Owner.GetState<FallState>());
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}
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/// <summary>每帧减少冒小帮冷却(由 PlayerController.Update 调用)。</summary>
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public void TickCooldown(float dt)
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{
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if (_cooldownTimer > 0f) _cooldownTimer -= dt;
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if (_invincibilityCooldownTimer > 0f) _invincibilityCooldownTimer -= dt;
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}
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}
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}
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