```
feat(EnemyBaseMove): 添加重力系统和物理材质优化 - 添加重力加速度变量和垂直速度控制 - 实现applyGravity()和getVerticalVelocity()方法处理垂直运动 - 在Attack状态和静止时应用重力效果 - 为CharacterController添加新的物理材质引用 - 调整CharacterController中心位置从(0,0,0)到(0,1,0) - 在场景中禁用根动作应用以配合自定义移动系统 ```
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@@ -124,18 +124,6 @@ NavMeshSettings:
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debug:
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m_PrefabAsset: {fileID: 0}
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m_Name:
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dynamicFriction: 0.6
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staticFriction: 0.6
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bounciness: 0
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frictionCombine: 0
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bounceCombine: 0
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--- !u!1 &46311543
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@@ -1429,6 +1417,11 @@ PrefabInstance:
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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@@ -1455,7 +1448,7 @@ CharacterController:
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serializedVersion: 2
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m_Bits: 0
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@@ -1473,7 +1466,7 @@ CharacterController:
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m_StepOffset: 0.3
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m_SkinWidth: 0.08
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m_MinMoveDistance: 0.001
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m_Center: {x: 0, y: 0, z: 0}
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m_Center: {x: 0, y: 1, z: 0}
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--- !u!114 &989436106
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m_Name: ' (Instance)'
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dynamicFriction: 0.6
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staticFriction: 0.6
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bounciness: 0
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frictionCombine: 0
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bounceCombine: 0
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--- !u!1 &1489219289
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GameObject:
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m_ObjectHideFlags: 0
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@@ -8,6 +8,9 @@ public class NewBehaviourScript : MonoBehaviour
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//移动速度
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public float speed = 5f;
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//重力加速度
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public float gravity = -20f;
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//活动范围
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public float range = 500f;
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@@ -35,6 +38,9 @@ public class NewBehaviourScript : MonoBehaviour
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// 角色控制器
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private CharacterController controller;
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//垂直速度
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private float verticalVelocity;
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//状态枚举
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public enum State
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{
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@@ -73,6 +79,7 @@ public class NewBehaviourScript : MonoBehaviour
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if (state == State.Attack)
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{
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animator.SetInteger("speed", 0);
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applyGravity();
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return;
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}
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@@ -164,19 +171,41 @@ public class NewBehaviourScript : MonoBehaviour
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if (movement == Vector3.zero)
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{
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animator.SetInteger("speed", 0);
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applyGravity();
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return;
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}
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//改变动画控制器的参数
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animator.SetInteger("speed", 1);
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//向目标点移动
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controller.Move(movement.normalized * Time.deltaTime * speed);
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//向目标点移动,同时应用垂直重力
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Vector3 velocity = movement.normalized * speed;
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velocity.y = getVerticalVelocity();
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controller.Move(velocity * Time.deltaTime);
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//改变角色朝向目标点,只改变y轴
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transform.rotation = Quaternion.LookRotation(movement, Vector3.up);
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transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0);
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}
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private float getVerticalVelocity()
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{
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if (controller.isGrounded && verticalVelocity < 0)
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{
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verticalVelocity = -2f;
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}
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else
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{
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verticalVelocity += gravity * Time.deltaTime;
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}
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return verticalVelocity;
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}
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private void applyGravity()
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{
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controller.Move(Vector3.up * getVerticalVelocity() * Time.deltaTime);
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}
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//随机目标点
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private void randomTargetPos()
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{
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