FututeWand初步
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@@ -72,11 +72,120 @@ namespace Cielonos.MainGame.Characters
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}
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/// <summary>
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/// 瞬移/闪现至目标位置(支持高速移动过程)
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/// 动态追踪折跃:在移动过程中实时追踪目标位置,确保降落时完美对齐且不产生重叠
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/// </summary>
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/// <param name="target">折跃追踪的目标敌人</param>
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/// <param name="duration">移动时间(秒)。若为 0 则为即时瞬移</param>
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/// <param name="stopDistance">目标表面前的停止缓冲距离(默认为 1.0f)</param>
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/// <param name="onComplete">完成回调</param>
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public void Teleport(CharacterBase target, float duration, float stopDistance = 1.0f, Action onComplete = null)
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{
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if (target == null)
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{
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Teleport(owner.transform.position, duration, onComplete);
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return;
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}
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// 1. 如果是即时瞬移(duration <= 0)
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if (duration <= 0f)
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{
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Vector3 instantDest = GetSafePositionNearTarget(target, stopDistance);
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if (NavMesh.SamplePosition(instantDest, out NavMeshHit hit, 5.0f, NavMesh.AllAreas))
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{
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instantDest = hit.position;
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}
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PerformMove(instantDest);
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SmartTurnToTarget(target, 360f, true);
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onComplete?.Invoke();
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return;
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}
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// 2. 带有追踪的动态折跃位移
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Vector3 startPos = owner.transform.position;
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// 赋予无敌状态
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owner.statusSm.AddStatus(StatusType.Invincible, duration);
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// 锁定移动和旋转输入(使用高优先级 99 隔离普通移动控制)
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canMove.Modify(false, 99);
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canRotate.Modify(false, 99);
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// 开启残影生成(位移开始时生成单个残影)
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var afterImageGen = owner.GetComponent<AfterImageGenerator>();
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if (afterImageGen != null)
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{
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afterImageGen.CreateAfterImageSnapshot();
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}
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// 获取并临时关闭物理/寻路组件
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var agent = owner.GetComponent<NavMeshAgent>();
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bool wasAgentActive = agent != null && agent.isActiveAndEnabled;
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if (wasAgentActive) agent.enabled = false;
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var cc = owner.collisionSc != null ? owner.collisionSc.characterController : null;
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bool wasCcActive = cc != null && cc.enabled;
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if (wasCcActive) cc.enabled = false;
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var rb = owner.collisionSc != null ? owner.collisionSc.mainRigidbody : null;
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bool wasRbKinematic = rb != null && rb.isKinematic;
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if (rb != null) rb.isKinematic = true;
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// 使用本地计时器,更新过程中的插值位移并实时朝向目标
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float elapsed = 0f;
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owner.selfTimeSm.AddLocalTimer(duration,
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onComplete: () =>
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{
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// 确保移动完毕并最终强制对齐
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Vector3 finalDest = GetSafePositionNearTarget(target, stopDistance);
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if (NavMesh.SamplePosition(finalDest, out NavMeshHit hit, 5.0f, NavMesh.AllAreas))
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{
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finalDest = hit.position;
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}
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owner.transform.position = finalDest;
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// 恢复组件状态
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if (rb != null) rb.isKinematic = wasRbKinematic;
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if (cc != null && wasCcActive) cc.enabled = true;
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if (agent != null && wasAgentActive)
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{
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agent.enabled = true;
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agent.Warp(finalDest);
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}
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// 解锁移动和旋转输入
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canMove.Modify(true, 99);
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canRotate.Modify(true, 99);
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// 最终朝向目标
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SmartTurnToTarget(target, 360f, true);
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// 触发完成回调
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onComplete?.Invoke();
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},
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onUpdate: () =>
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{
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elapsed += DeltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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// 实时获取当前目标最新位置对应的安全落点,实现平滑追踪
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Vector3 currentDest = GetSafePositionNearTarget(target, stopDistance);
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Vector3 currentPos = Vector3.Lerp(startPos, currentDest, t);
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if (rb != null) rb.position = currentPos;
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owner.transform.position = currentPos;
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// 移动中保持看向目标
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SmartTurnToTarget(target, 360f, true);
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}
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);
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}
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/// <summary>
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/// 静态坐标折跃:瞬移/闪现至目标位置(支持高速移动过程,无追踪)
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/// </summary>
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/// <param name="destination">目标位置</param>
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/// <param name="duration">移动时间(秒)。若为 0 则为即时瞬移</param>
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/// <param name="onComplete">瞬移完成后(或即时瞬移时)的回调函数,可用于生成 VFX/音效</param>
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/// <param name="onComplete">瞬移完成后(或即时瞬移时)的回调函数</param>
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public void Teleport(Vector3 destination, float duration, Action onComplete = null)
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{
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// 1. 进行 NavMesh 采样验证(寻找最近的可行进点)
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