实现跳跃缓冲、土狼时间 (coyote time)、可变跳跃高度、冲刺、蓄力与连击输入等动作手感机制。Implemented jump buffering, coyote time, variable jump height, dashing, charge attacks and combo input — the core of good action game feel.
PROJECT 10 / 2025
有限状态机实践 · Action FSMAction FSM · State Machine Practice
练习项目Practice
UnityURPC#FSM
这个项目,做了什么?What did I build?
2D 横版动作游戏的双状态机架构(移动状态机 + 攻击状态机并行),通过动画事件桥接协同。A dual-state-machine architecture for a 2D action game (parallel movement + attack FSMs), coordinated via animation events.
