convert game playing..

This commit is contained in:
2026-09-23 12:53:52 +09:00
parent 37c7942b71
commit 5d11288a6f
136 changed files with 15856 additions and 299 deletions
@@ -44,7 +44,8 @@ namespace BumpCombat.Player
|| IsDashing
|| playerController == null
|| playerController.IsDamageKnockbackActive
|| playerController.IsHurtMovementLocked)
|| playerController.IsHurtMovementLocked
|| playerController.IsTransitionLocked)
{
return false;
}
@@ -81,19 +82,29 @@ namespace BumpCombat.Player
: dashDuration;
Vector2 start = body.position;
Vector2 end = playerController.ClampToArena(start + direction * distance);
Vector2 finalPosition = start;
combatResolver.BeginDashPathContactSession();
float elapsed = 0f;
while (elapsed < duration)
{
yield return new WaitForFixedUpdate();
if (playerController.IsTransitionLocked)
{
break;
}
combatFeedback.EmitDashAfterimage(body.position, isStrongDash);
Vector2 segmentStart = body.position;
elapsed += Time.fixedDeltaTime;
Vector2 segmentEnd = Vector2.Lerp(
Vector2 intendedEnd = Vector2.Lerp(
start,
end,
Mathf.Clamp01(elapsed / duration));
Vector2 segmentEnd = playerController.ClampMovementToTerrain(
segmentStart,
intendedEnd);
bool blocked = (segmentEnd - intendedEnd).sqrMagnitude > 0.0001f;
Vector2 segment = segmentEnd - segmentStart;
if (segment.sqrMagnitude > 0.000001f)
{
@@ -116,9 +127,14 @@ namespace BumpCombat.Player
}
body.MovePosition(segmentEnd);
finalPosition = segmentEnd;
if (blocked)
{
break;
}
}
body.position = end;
body.position = finalPosition;
IsDashing = false;
IsStrongDashing = false;
animator.SetBool(IsDashingParameter, false);