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@@ -65,7 +65,8 @@ namespace Cielonos.MainGame.Characters
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{
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selfTimeSm?.SetUp(this);
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Action<AttackAreaBase, CharacterBase, Attack.Result> onAttackHit = OnAttackHitRecoverEnergy;
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eventSm.onFinishAttack.Add("AttackEnergyGain", onAttackHit.ToPrioritized());
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}
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protected virtual void Update()
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@@ -263,11 +264,11 @@ namespace Cielonos.MainGame.Characters
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public virtual void RecoverEnergy(float energyAmount, bool spawnText = true)
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{
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if (energyAmount <= 0) return;
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if (Mathf.Abs(energyAmount) < 1e-5f) return;
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if (!attributeSm.Has(CharacterAttribute.Energy) || !attributeSm.Has(CharacterAttribute.MaximumEnergy)) return;
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attributeSm[CharacterAttribute.Energy] += energyAmount;
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attributeSm[CharacterAttribute.Energy] = Mathf.Min(attributeSm[CharacterAttribute.Energy], attributeSm[CharacterAttribute.MaximumEnergy]);
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attributeSm[CharacterAttribute.Energy] = Mathf.Clamp(attributeSm[CharacterAttribute.Energy], 0f, attributeSm[CharacterAttribute.MaximumEnergy]);
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if (spawnText)
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{
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@@ -279,6 +280,18 @@ namespace Cielonos.MainGame.Characters
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}
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}
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private void OnAttackHitRecoverEnergy(AttackAreaBase area, CharacterBase target, Attack.Result result)
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{
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if (attributeSm.Has(CharacterAttribute.EnergyGainByAttack))
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{
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float energyGain = attributeSm[CharacterAttribute.EnergyGainByAttack];
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if (Mathf.Abs(energyGain) > 1e-5f)
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{
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RecoverEnergy(energyGain, true);
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}
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}
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}
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/// <summary>
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/// 对角色施加韧性削减。适用于常规攻击造成的削韧。
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/// </summary>
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@@ -130,7 +130,7 @@ namespace Cielonos.MainGame.Characters
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float currentMaxAngle = state.isWeak ? maxShakeAngle * weakShakeMultiplier : maxShakeAngle;
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// ③ 高频正弦波,三轴不同频率 + 骨骼唯一种子
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float t = Time.time * shakeFrequency;
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float t = deltaTime * shakeFrequency;
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float aX = currentMaxAngle * p * Mathf.Sin(t + state.seedX);
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float aY = currentMaxAngle * p * Mathf.Sin(t * 1.3f + state.seedY);
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float aZ = currentMaxAngle * p * Mathf.Sin(t * 0.7f + state.seedZ);
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 9af2cadfa58fe0443a1272f0e8521c3d
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,8 +1,11 @@
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using System;
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using DG.Tweening;
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using Sirenix.OdinInspector;
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using SLSUtilities.General;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.Serialization;
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using Cielonos.MainGame.Effects;
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namespace Cielonos.MainGame.Characters
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{
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@@ -48,7 +51,7 @@ namespace Cielonos.MainGame.Characters
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}
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}
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public void SmartTurnToTarget(CharacterBase target, float maxTurnAngle = 360f)
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public void SmartTurnToTarget(CharacterBase target, float maxTurnAngle = 360f, bool isInstant = false)
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{
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Vector3 directionToTarget = (target.CenterPoint.position - owner.CenterPoint.position).Flatten();
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if (directionToTarget.sqrMagnitude < 0.001f) return;
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@@ -68,7 +71,8 @@ namespace Cielonos.MainGame.Characters
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else
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{
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float duration = Mathf.Lerp(0.1f, 0.2f, (absAngle - 45f) / 135f);
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owner.transform.DORotateQuaternion(Quaternion.LookRotation(directionToTarget), duration).Play();
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if(!isInstant) owner.transform.DORotateQuaternion(Quaternion.LookRotation(directionToTarget), duration).Play();
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else owner.transform.rotation = Quaternion.LookRotation(directionToTarget);
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}
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}
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@@ -184,4 +188,5 @@ namespace Cielonos.MainGame.Characters
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ByMovement,
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}
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}
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}
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@@ -0,0 +1,217 @@
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using System;
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using UnityEngine;
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using UnityEngine.AI;
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using Cielonos.MainGame.Effects;
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using SLSUtilities.General;
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namespace Cielonos.MainGame.Characters
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{
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public partial class MovementSubcontrollerBase
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{
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/// <summary>
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/// 根据目标敌人的碰撞体边缘,计算不产生重叠/挤压的安全折跃落脚点。
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/// </summary>
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/// <param name="target">折跃目标</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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/// <returns>安全世界坐标</returns>
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public Vector3 GetSafePositionNearTarget(CharacterBase target, float stopDistance = 1.0f)
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{
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if (target == null)
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{
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return owner.transform.position;
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}
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Vector3 selfPos = owner.transform.position;
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Vector3 targetPos = target.transform.position;
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// 计算平面方向向量
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Vector3 dir = (targetPos - selfPos).Flatten();
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if (dir.sqrMagnitude < 0.001f)
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{
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dir = owner.transform.forward;
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}
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else
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{
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dir.Normalize();
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}
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// 获取双方的碰撞半径(如果有 CharacterController)
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float selfRadius = 0.5f;
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float targetRadius = 0.5f;
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if (owner.collisionSc != null && owner.collisionSc.characterController != null)
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{
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selfRadius = owner.collisionSc.characterController.radius;
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}
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else
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{
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var cc = owner.GetComponent<CharacterController>();
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if (cc != null) selfRadius = cc.radius;
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}
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if (target.collisionSc != null && target.collisionSc.characterController != null)
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{
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targetRadius = target.collisionSc.characterController.radius;
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}
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else
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{
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var cc = target.GetComponent<CharacterController>();
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if (cc != null) targetRadius = cc.radius;
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}
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// 安全距离 = 双方半径之和 + 额外的缓冲停止距离
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float safeDistance = selfRadius + targetRadius + stopDistance;
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// 目标点位于:目标中心 沿着 玩家至目标的方向 往回拉 safeDistance 距离
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Vector3 finalDest = targetPos - dir * safeDistance;
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// 保持 Y 轴与目标地面或自身对齐(避免陷地或腾空)
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finalDest.y = targetPos.y;
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return finalDest;
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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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/// </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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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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Vector3 validDestination = destination;
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if (NavMesh.SamplePosition(destination, out NavMeshHit hit, 5.0f, NavMesh.AllAreas))
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{
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validDestination = hit.position;
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}
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// 2. 如果是即时瞬移(duration <= 0)
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if (duration <= 0f)
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{
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PerformMove(validDestination);
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onComplete?.Invoke();
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return;
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}
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// 3. 带有延迟/移动过程的瞬移
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// 记录起始点
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Vector3 startPos = owner.transform.position;
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// 赋予无敌状态(防受击)
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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,避免移动中碰撞卡顿或位置拉回
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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)
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{
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agent.enabled = false;
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}
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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)
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{
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cc.enabled = false;
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}
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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)
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{
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rb.isKinematic = true;
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}
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// 使用本地计时器,更新过程中的插值位移
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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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owner.transform.position = validDestination;
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// 恢复组件状态
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if (rb != null)
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{
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rb.isKinematic = wasRbKinematic;
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}
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if (cc != null && wasCcActive)
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{
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cc.enabled = true;
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}
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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(validDestination);
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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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// 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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Vector3 currentPos = Vector3.Lerp(startPos, validDestination, t);
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// 平滑设置物理和变换位置
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if (rb != null)
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{
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rb.position = currentPos;
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}
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owner.transform.position = currentPos;
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}
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);
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}
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/// <summary>
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/// 底层物理突变移动处理
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/// </summary>
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private void PerformMove(Vector3 targetPos)
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{
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var agent = owner.GetComponent<NavMeshAgent>();
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if (agent != null && agent.isActiveAndEnabled)
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{
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agent.Warp(targetPos);
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}
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else if (owner.collisionSc != null)
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{
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if (owner.collisionSc.useCharacterController && owner.collisionSc.characterController != null)
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{
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owner.collisionSc.characterController.enabled = false;
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owner.transform.position = targetPos;
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owner.collisionSc.characterController.enabled = true;
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}
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else if (owner.collisionSc.mainRigidbody != null)
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{
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owner.collisionSc.mainRigidbody.position = targetPos;
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owner.transform.position = targetPos;
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}
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else
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{
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owner.transform.position = targetPos;
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}
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}
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else
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{
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owner.transform.position = targetPos;
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5d9130106184f0142a4fdf38d6a574e6
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