# Conflicts: # Assets/_Game/Scripts/Player/PlayerMovement.cs # Assets/_Game/Scripts/Player/States/IdleState.cs # Assets/_Game/Scripts/Player/States/RunState.cs # Assets/_Game/Scripts/Player/States/WallJumpState.cs # Assets/_Game/Scripts/Player/States/WallSlideState.cs
138 lines
5.1 KiB
C#
138 lines
5.1 KiB
C#
using UnityEngine;
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namespace BaseGames.Player.States
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{
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/// <summary>
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/// 抓墙状态(自定义设计,架构 05_PlayerModule §2)。
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///
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/// 触发条件:空中贴墙时玩家按下朝向墙壁的方向键(由 FallState/JumpState 检测并调用 PrepareEnter)。
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/// 维持条件:进入后无需持续按键;主动按下反方向键或落地时解除。
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///
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/// 高度记忆机制(防止单面墙反复爬升):
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/// - 首次抓墙(或切换到另一侧墙壁)时记录 _wallGrabY。
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/// - 若当前 Y > _wallGrabY + 容差 → 受限模式:持续下滑,不可蹬墙跳。
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/// - 若当前 Y ≤ _wallGrabY + 容差 → 正常模式:静止悬挂,可触发蹬墙跳。
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/// - 重置时机:① 落地时(由 IdleState/RunState 调用 ResetWallGrab);
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/// ② 切换到另一侧墙壁时(OnStateEnter 内自动判断)。
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/// </summary>
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public class WallSlideState : PlayerStateBase
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{
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// ── 运行时状态 ────────────────────────────────────────────────────────
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/// <summary>首次抓住该侧墙壁时记录的 Y 坐标。</summary>
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private float _wallGrabY = float.MinValue;
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/// <summary>上次记录 wallGrabY 时的墙壁方向(+1 右墙 / -1 左墙)。</summary>
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private int _lastGrabDir = 0;
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/// <summary>本次进入时确认的墙壁方向(由 PrepareEnter 设置)。</summary>
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private int _wallDir = 0;
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/// <summary>当前是否处于正常模式(可蹬墙跳)。受限模式(isRestricted)时不可跳。</summary>
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private bool _canJump = false;
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public WallSlideState(PlayerController owner) : base(owner) { }
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/// <summary>
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/// 由 FallState / JumpState 在调用 TransitionTo 之前调用,传入已确认的墙壁方向。
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/// </summary>
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public void PrepareEnter(int wallDir) => _wallDir = wallDir;
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/// <summary>
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/// 落地时由 IdleState / RunState 调用,重置高度记忆,允许下次抓同侧墙时重新计算。
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/// </summary>
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public void ResetWallGrab()
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{
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_wallGrabY = float.MinValue;
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_lastGrabDir = 0;
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}
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public override void OnStateEnter()
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{
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// 若切换到另一侧墙壁,重置高度记录(视为全新的墙壁)
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if (_wallDir != _lastGrabDir)
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{
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_wallGrabY = Owner.transform.position.y;
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_lastGrabDir = _wallDir;
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}
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// 计算当前是否处于正常模式
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UpdateCanJump();
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if (AnimCfg?.WallSlide != null)
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Anim?.Play(AnimCfg.WallSlide);
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// 消耗蹬墙跳后的自动抓墙标记
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Owner.SetPostWallJump(false);
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Input.JumpStartedEvent += OnJumpPressed;
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}
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public override void OnStateExit()
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{
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Input.JumpStartedEvent -= OnJumpPressed;
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}
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public override void OnStateUpdate()
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{
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var wd = Owner.WallDetector;
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// 离开墙壁 → 下落
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if (wd == null || !wd.IsTouchingWall)
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{
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Owner.TransitionTo(Owner.GetState<FallState>());
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return;
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}
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// 着地 → 闲置
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if (Move.IsGrounded)
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{
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Owner.TransitionTo(Owner.GetState<IdleState>());
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return;
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}
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// 主动按反方向键 → 脱离(松墙下落)
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float mx = Input.MoveInput.x;
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if (Mathf.Abs(mx) > 0.1f)
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{
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int inputDir = mx > 0f ? 1 : -1;
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if (inputDir != _wallDir)
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{
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Owner.TransitionTo(Owner.GetState<FallState>());
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return;
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}
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}
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// 每帧刷新正常/受限状态
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UpdateCanJump();
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}
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public override void OnStateFixedUpdate()
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{
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if (_canJump)
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// 正常模式:静止悬挂,阻止向下速度
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Move?.ZeroVerticalVelocity();
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else
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// 受限模式:持续下滑
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Move?.ApplyWallSlide();
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}
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// ── 内部 ──────────────────────────────────────────────────────────────
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private void UpdateCanJump()
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{
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float tolerance = Cfg?.WallGrabHeightTolerance ?? 0.05f;
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_canJump = Owner.transform.position.y <= _wallGrabY + tolerance;
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}
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private void OnJumpPressed()
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{
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// 受限模式禁止蹬墙跳
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if (!_canJump) return;
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var wjs = Owner.GetState<WallJumpState>();
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if (wjs == null) return;
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wjs.PrepareEnter(_wallDir, Input.MoveInput.x);
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Owner.TransitionTo(wjs);
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}
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}
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}
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