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Cielonos/Assets/Scripts/MainGame/Items/MainWeapons/Polychrome/Polychrome_Block.cs
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2026-06-13 18:43:40 -04:00

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using Cielonos.MainGame.Characters;
using Cielonos.MainGame.Effects.Feedback;
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
public partial class Polychrome
{
public BlockData equipBlockData;
private string _blockAnimName = "BlockL";
private void PlayBlockReaction(string feedbackName, float amplitudeScale)
{
_blockAnimName = _blockAnimName == "BlockL" ? "BlockR" : "BlockL";
animationSc.fullBodyFuncAnimSm.Play(_blockAnimName, 1, 0);
var rotationShakeAction = feedbackSc.GetFeedbackData(feedbackName).Action<CameraRotationShakeAction>("Camera");
Vector3 baseAmplitude = _blockAnimName == "BlockL" ? new Vector3(0f, -2f, 1f) : new Vector3(0f, 2f, -1f);
rotationShakeAction.amplitude = baseAmplitude * amplitudeScale;
feedbackSc.PlayFeedback(feedbackName);
}
private void SetBlock(BlockData blockData = null, bool hasReaction = true)
{
blockData ??= this.blockData;
BlockSource blockSource = blockData.CreateBlockSource(player, this);
player.landMovementSc.canDash = false;
player.landMovementSc.canDodge = false;
if (hasReaction)
{
blockSource.onNormalBlock = (attackArea) => { PlayBlockReaction("NormalBlock", 1f); };
blockSource.onPerfectBlock = (attackArea) =>
{
PlayBlockReaction("PerfectBlock", 2f);
if (attackArea is NormalArea)
{
if (HasExtender<PhotonPolarizer>()) // 如果有Photon Polarizer完美格挡会弹开并打断敌人
{
attackArea.creator.GetHit(Breakthrough.Type.Forced, out _);
attackArea.creator.movementSc.impulseSm.ApplyKnockback(player.transform.forward, 6f);
}
}
};
}
player.reactionSc.blockSm.ApplyBlock(blockSource);
}
private void StayBlocking()
{
if (player.inputSc.IsHoldingSpecialB)
{
player.movementSc.canMove.Modify(true);
player.movementSc.canRotate.Modify(true);
OnSpecialBPress();
}
}
private void RemoveBlock(BlockData blockData = null)
{
blockData ??= this.blockData;
player.landMovementSc.canDash = true;
player.landMovementSc.canDodge = true;
player.reactionSc.blockSm.RemoveBlock(blockData.blockName);
}
}
}