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diff --git a/Assets/_Game/Scripts/Combat/DamageInfo.cs b/Assets/_Game/Scripts/Combat/DamageInfo.cs
index 60f8900..730bc8f 100644
--- a/Assets/_Game/Scripts/Combat/DamageInfo.cs
+++ b/Assets/_Game/Scripts/Combat/DamageInfo.cs
@@ -28,6 +28,12 @@ namespace BaseGames.Combat
public string SourceId;
public string SkillId;
///
+ /// HitBox 激活实例 ID(由 HitBox.Activate() 自动生成并写入,0 = 无追踪路径)。
+ /// HurtBoxOwnerGuard 用此字段做同激活去重,防止多 HurtBox 节点被同一次攻击重复扣血。
+ /// [NonSerialized]:每次激活动态生成,不需要序列化。
+ ///
+ [System.NonSerialized] public uint HitActivationId;
+ ///
/// 攻击来源投射物(仅当攻击方是 Projectile 时非 null)。
/// 用于弹反成功时调用 ReflectAsPlayerProjectile() 翻转阵营。
/// [NonSerialized]:MonoBehaviour 引用不参与 Unity 资产序列化。
diff --git a/Assets/_Game/Scripts/Combat/HitBox.cs b/Assets/_Game/Scripts/Combat/HitBox.cs
index ffa5026..659eb5c 100644
--- a/Assets/_Game/Scripts/Combat/HitBox.cs
+++ b/Assets/_Game/Scripts/Combat/HitBox.cs
@@ -8,8 +8,10 @@ namespace BaseGames.Combat
/// 攻击判定盒。挂载在武器 Prefab 或技能 HitBox Prefab 的子节点上。
/// 直接挂在 Player Prefab 子节点 [HitBoxGround/Up/Down/Air]。
/// Collider2D 需设 IsTrigger = true,Layer = PlayerHitBox 或 EnemyHitBox。
+ ///
+ /// 多碰撞体模式:在子节点上挂载 HitBoxColliderProxy + Collider2D 即可组合任意形状。
+ /// HitBox 本身可不带 Collider2D(仅代理子节点)或同时拥有直属 Collider2D。
///
- [RequireComponent(typeof(Collider2D))]
public class HitBox : MonoBehaviour
{
[SerializeField] private DamageSourceSO _defaultSource;
@@ -33,7 +35,16 @@ namespace BaseGames.Combat
private Rigidbody2D _ownerRigidbody;
private bool _isActive;
private IClashService _clashService;
- private Collider2D _collider;
+
+ // 直属碰撞体(本 GameObject 上)
+ private Collider2D[] _directColliders = System.Array.Empty();
+ // 子节点代理碰撞体
+ private HitBoxColliderProxy[] _proxies = System.Array.Empty();
+
+ // 激活 ID:每次 Activate() 递增,写入 DamageInfo.HitActivationId,
+ // HurtBoxOwnerGuard 据此防止多 HurtBox 节点被同一次攻击重复扣血。
+ private static uint _nextActivationId = 1;
+ private uint _currentActivationId;
/// HitBox 当前是否激活(供 ClashResolver 查询)。
public bool IsActive => _isActive;
@@ -58,12 +69,13 @@ namespace BaseGames.Combat
///
public void Activate(DamageSourceSO source = null, Transform attacker = null)
{
- _currentSource = source ?? _defaultSource;
- _attackerTransform = attacker ?? transform;
- _isActive = true;
- _collider.enabled = true;
- // 缓存宿主 Rigidbody2D(沿父层级向上查找)
- _ownerRigidbody = _attackerTransform.GetComponentInParent();
+ _currentActivationId = _nextActivationId++;
+ _currentSource = source ?? _defaultSource;
+ _attackerTransform = attacker ?? transform;
+ _isActive = true;
+ _ownerRigidbody = _attackerTransform.GetComponentInParent();
+ foreach (var col in _directColliders) col.enabled = true;
+ foreach (var proxy in _proxies) proxy.SetEnabled(true);
// 每次激活清空当前激活期已命中目标集合(防止连击连段导致同一阶段多次命中目标)
_hitThisActivation.Clear();
_hitCooldownTimers.Clear();
@@ -71,8 +83,9 @@ namespace BaseGames.Combat
public void Deactivate()
{
- _isActive = false;
- _collider.enabled = false;
+ _isActive = false;
+ foreach (var col in _directColliders) col.enabled = false;
+ foreach (var proxy in _proxies) proxy.SetEnabled(false);
_hitThisActivation.Clear();
_hitCooldownTimers.Clear();
}
@@ -85,12 +98,18 @@ namespace BaseGames.Combat
private void Awake()
{
- // 确保 Collider2D 是 Trigger
- _collider = GetComponent();
- if (!_collider.isTrigger)
- Debug.LogWarning($"[HitBox] {name}: Collider2D.isTrigger 应为 true。", this);
- // 初始状态关闭碰撞体,防止未激活时产生物理检测
- _collider.enabled = false;
+ // 收集本节点上所有直属 Collider2D,并验证 isTrigger
+ _directColliders = GetComponents();
+ foreach (var col in _directColliders)
+ {
+ if (!col.isTrigger)
+ Debug.LogWarning($"[HitBox] {name}: Collider2D ({col.GetType().Name}) isTrigger 应为 true。", this);
+ col.enabled = false;
+ }
+ // 注册所有子代 HitBoxColliderProxy(子节点多形状模式)
+ _proxies = GetComponentsInChildren(true);
+ foreach (var proxy in _proxies)
+ proxy.Init(this);
// 缓存 IClashService:OnTriggerEnter2D 为物理热路径,避免每次调用 Dictionary 查找
_clashService = ServiceLocator.GetOrDefault();
// 缓存宿主投射物(仅 Projectile GameObject 上挂载的 HitBox 非 null)
@@ -100,20 +119,18 @@ namespace BaseGames.Combat
private void OnDisable()
{
_isActive = false;
- if (_collider != null) _collider.enabled = false;
+ foreach (var col in _directColliders) if (col != null) col.enabled = false;
+ foreach (var proxy in _proxies) proxy.SetEnabled(false);
_hitThisActivation.Clear();
_hitCooldownTimers.Clear();
}
- private void OnTriggerExit2D(Collider2D other)
- {
- // 目标离开判定区域时清除其冷却记录,防止持续激活的 HitBox(环境危险等)
- // 因有效目标持续流动而无限积累已离场对象。
- // 注意:_hitThisActivation 刻意保留,确保同一激活期内不重复命中。
- _hitCooldownTimers.Remove(other);
- }
+ private void OnTriggerEnter2D(Collider2D other) => HandleTriggerEnter(other, null);
+ private void OnTriggerExit2D(Collider2D other) => HandleTriggerExit(other);
- private void OnTriggerEnter2D(Collider2D other) {
+ /// 代理入口:由 HitBoxColliderProxy 或本节点 OnTriggerEnter2D 转发。
+ internal void HandleTriggerEnter(Collider2D other, Collider2D sourceCollider)
+ {
if (!_isActive) return;
if (_currentSource == null)
{
@@ -136,6 +153,7 @@ namespace BaseGames.Combat
_attackerTransform.position,
_attackerTransform.gameObject.layer,
_ownerProjectile);
+ info.HitActivationId = _currentActivationId;
// ① 拼刀检测:当前 HitBox 携带 CanClash 标记,且碰到对立阵营的 HitBox 层
int otherLayer = other.gameObject.layer;
@@ -153,9 +171,12 @@ namespace BaseGames.Combat
// ② 命中 HurtBox
if (other.TryGetComponent(out var hurtBox))
{
- // 用 HitBox 自身碰撞盒中心在 HurtBox 表面上的最近点作为受击位置。
- // 对大体积/长条形受击体(如地刺),此点远比 HurtBox 节点中心更准确。
- Vector3 hitPoint = other.ClosestPoint(_collider.bounds.center);
+ // hitPoint:优先使用触发命中的碰撞体中心在 HurtBox 表面的最近点;
+ // 无 sourceCollider(直属碰撞体)时回退到 HitBox 节点坐标。
+ Vector2 hitOrigin = sourceCollider != null
+ ? (Vector2)sourceCollider.bounds.center
+ : (Vector2)transform.position;
+ Vector3 hitPoint = other.ClosestPoint(hitOrigin);
hurtBox.ReceiveDamage(info, hitPoint);
OnHitConfirmed?.Invoke(info);
return;
@@ -171,6 +192,15 @@ namespace BaseGames.Combat
// ── 同目标多帧命中冷却(防止 Trigger 处于重叠状态时重入等殊情导致的连击)──
private readonly Dictionary _hitCooldownTimers = new(8);
+ /// 代理出口:由 HitBoxColliderProxy 或本节点 OnTriggerExit2D 转发。
+ internal void HandleTriggerExit(Collider2D other)
+ {
+ // 目标离开判定区域时清除其冷却记录,防止持续激活的 HitBox(环境危险等)
+ // 因有效目标持续流动而无限积累已离场对象。
+ // 注意:_hitThisActivation 刻意保留,确保同一激活期内不重复命中。
+ _hitCooldownTimers.Remove(other);
+ }
+
private bool CheckCooldown(Collider2D other)
{
float now = Time.time;
@@ -183,11 +213,17 @@ namespace BaseGames.Combat
#if UNITY_EDITOR
private void OnDrawGizmos()
{
- var col = GetComponent();
- if (col == null) return;
Color fill = _isActive ? new Color(1f, 0.15f, 0.15f, 0.25f) : new Color(1f, 0.15f, 0.15f, 0.05f);
Color outline = _isActive ? new Color(1f, 0.15f, 0.15f, 0.90f) : new Color(1f, 0.15f, 0.15f, 0.25f);
- DrawCollider2DFilled(col, fill, outline);
+ // 直属碰撞体
+ foreach (var col in GetComponents())
+ DrawCollider2DFilled(col, fill, outline);
+ // 子代代理碰撞体
+ foreach (var proxy in GetComponentsInChildren(true))
+ {
+ var proxyCol = proxy.GetComponent();
+ if (proxyCol != null) DrawCollider2DFilled(proxyCol, fill, outline);
+ }
}
// ── Gizmo 辅助(填充 + 轮廓,不依赖外部工具类)──────────────────────────
diff --git a/Assets/_Game/Scripts/Combat/HitBoxColliderProxy.cs b/Assets/_Game/Scripts/Combat/HitBoxColliderProxy.cs
new file mode 100644
index 0000000..66bb072
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat/HitBoxColliderProxy.cs
@@ -0,0 +1,41 @@
+using UnityEngine;
+
+namespace BaseGames.Combat
+{
+ ///
+ /// 子碰撞体代理。挂载在 HitBox 子节点上,将 Trigger 事件转发给父级 HitBox,
+ /// 实现"单一 HitBox 组件 + 多个异形 Collider2D"的组合判定盒。
+ ///
+ /// 配置说明(子节点多形状模式):
+ /// [AttackNode] ← HitBox 组件(本身可不带 Collider2D)
+ /// ├── [Shape_Box] ← BoxCollider2D + HitBoxColliderProxy
+ /// └── [Shape_Circle] ← CircleCollider2D + HitBoxColliderProxy
+ ///
+ /// ⚠️ 子节点 Collider2D 须设 IsTrigger = true,Layer 与父 HitBox 一致。
+ /// ⚠️ 无需手动调用 Init();HitBox.Awake() 自动完成注册。
+ ///
+ [RequireComponent(typeof(Collider2D))]
+ public sealed class HitBoxColliderProxy : MonoBehaviour
+ {
+ private HitBox _owner;
+ private Collider2D _col;
+
+ /// 由父 HitBox.Awake() 调用,完成双向注册。
+ internal void Init(HitBox owner)
+ {
+ _owner = owner;
+ _col = GetComponent();
+ if (!_col.isTrigger)
+ Debug.LogWarning($"[HitBoxColliderProxy] {name}: Collider2D.isTrigger 应为 true。", this);
+ _col.enabled = false;
+ }
+
+ internal void SetEnabled(bool value)
+ {
+ if (_col != null) _col.enabled = value;
+ }
+
+ private void OnTriggerEnter2D(Collider2D other) => _owner?.HandleTriggerEnter(other, _col);
+ private void OnTriggerExit2D(Collider2D other) => _owner?.HandleTriggerExit(other);
+ }
+}
diff --git a/Assets/_Game/Scripts/Enemies/Perception/EnemySensorHub.cs.meta b/Assets/_Game/Scripts/Combat/HitBoxColliderProxy.cs.meta
similarity index 83%
rename from Assets/_Game/Scripts/Enemies/Perception/EnemySensorHub.cs.meta
rename to Assets/_Game/Scripts/Combat/HitBoxColliderProxy.cs.meta
index fc47010..4f801a8 100644
--- a/Assets/_Game/Scripts/Enemies/Perception/EnemySensorHub.cs.meta
+++ b/Assets/_Game/Scripts/Combat/HitBoxColliderProxy.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 58cb3ac0e49c151429cad39d3e164a3d
+guid: e11b931e351246344aec20aa35489592
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/_Game/Scripts/Combat/HurtBox.cs b/Assets/_Game/Scripts/Combat/HurtBox.cs
index d6e6b68..6255ff9 100644
--- a/Assets/_Game/Scripts/Combat/HurtBox.cs
+++ b/Assets/_Game/Scripts/Combat/HurtBox.cs
@@ -20,6 +20,8 @@ namespace BaseGames.Combat
private bool _isHurtBoxInvincible;
private bool _isActive = true;
+ // 所有者级去重保护:防止同一角色的多个 HurtBox 子节点在同一次 HitBox 激活中被重复伤害
+ private HurtBoxOwnerGuard _ownerGuard;
// ── 事件频道 ──────────────────────────────────────────────────────────
[SerializeField] private DamageInfoEventChannelSO _onDamageDealt;
@@ -41,10 +43,14 @@ namespace BaseGames.Combat
#endif
private void Awake()
{
- _owner = GetComponentInParent();
+ _owner = GetComponentInParent();
_statusEffectable = GetComponentInParent();
if (_owner == null)
Debug.LogWarning($"[HurtBox] {name}: 父节点中未找到 IDamageable 实现。", this);
+ // 在角色根节点查找或自动创建 HurtBoxOwnerGuard(多 HurtBox 共享所有者时只有一个 Guard)
+ _ownerGuard = transform.root.GetComponent();
+ if (_ownerGuard == null && _owner != null)
+ _ownerGuard = transform.root.gameObject.AddComponent();
}
///
@@ -56,6 +62,8 @@ namespace BaseGames.Combat
{
Vector3 resolvedHitPoint = hitPoint ?? transform.position;
if (!_isActive || _owner == null) return;
+ // 所有者级去重:同一 HitBox 激活期内多个 HurtBox 子节点只处理首次命中(共享 HP)
+ if (_ownerGuard != null && !_ownerGuard.TryRegisterHit(info.HitActivationId)) return;
// 1. 无敌帧检查
if ((_owner.IsInvincible || _isHurtBoxInvincible)
diff --git a/Assets/_Game/Scripts/Combat/HurtBoxOwnerGuard.cs b/Assets/_Game/Scripts/Combat/HurtBoxOwnerGuard.cs
new file mode 100644
index 0000000..a83d68e
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat/HurtBoxOwnerGuard.cs
@@ -0,0 +1,45 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace BaseGames.Combat
+{
+ ///
+ /// HurtBox 所有者保护组件。防止同一角色身上的多个 HurtBox 在同一次 HitBox 激活中被重复伤害。
+ ///
+ /// 工作原理:每次 HitBox 激活携带唯一 ActivationId(由 HitBox.Activate() 生成递增值)。
+ /// HurtBox.ReceiveDamage 调用 TryRegisterHit(id) 时,同一 id 只有首次调用返回 true;
+ /// 后续同 id 调用(来自同一角色的其他 HurtBox 子节点)返回 false 并跳过伤害流水线,
+ /// 从而保证"多个 HurtBox 共享同一 HP 池时,一次攻击只扣一次血"。
+ ///
+ /// 生命周期:由 HurtBox.Awake() 在角色根节点自动添加(如不存在则创建)。无需手动挂载。
+ /// 逐帧通过 frameCount 差异懒清空处理集,零 GC 开销。
+ ///
+ [AddComponentMenu("")] // 隐藏菜单:由 HurtBox 自动管理
+ public sealed class HurtBoxOwnerGuard : MonoBehaviour
+ {
+ private readonly HashSet _processedIds = new(4);
+ private int _lastClearFrame = -1;
+
+ ///
+ /// 尝试注册一次命中。
+ ///
+ /// HitBox 激活 ID(0 = 无追踪路径,始终允许通过)。
+ /// true = 首次注册,应继续处理伤害;false = 同 id 已被处理,跳过。
+ public bool TryRegisterHit(uint activationId)
+ {
+ // activationId == 0:LethalTrap / BodyContactDamage 等旁路路径,不做去重
+ if (activationId == 0) return true;
+
+ EnsureClearedThisFrame();
+ return _processedIds.Add(activationId);
+ }
+
+ private void EnsureClearedThisFrame()
+ {
+ int frame = Time.frameCount;
+ if (frame == _lastClearFrame) return;
+ _processedIds.Clear();
+ _lastClearFrame = frame;
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Combat/HurtBoxOwnerGuard.cs.meta b/Assets/_Game/Scripts/Combat/HurtBoxOwnerGuard.cs.meta
new file mode 100644
index 0000000..ed6e3e1
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat/HurtBoxOwnerGuard.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d9d0dceef43f3534c9bcc84af2134c53
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs b/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs
index 4e9fe2d..b587da8 100644
--- a/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs
+++ b/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs
@@ -2,7 +2,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
-using UnityEditor.UIElements;
+
using UnityEngine;
using UnityEngine.UIElements;
using BaseGames.Boss;
@@ -15,6 +15,8 @@ using BaseGames.Parry;
using BaseGames.Player;
using BaseGames.Player.States;
using BaseGames.Skills;
+using BaseGames.Editor.Combat;
+using BaseGames.Editor.Skills;
namespace BaseGames.Editor
{
@@ -59,6 +61,7 @@ namespace BaseGames.Editor
// 小怪类型选择 — 具体敌人类型
private int _enemyTypeIndex = 0;
+ private SceneObjectPlacerTool.EnemyBodyColliderType _enemyBodyCollider = SceneObjectPlacerTool.EnemyBodyColliderType.Box;
private static readonly (string id, string name)[] EnemyTypes =
{
("E001", "草蛭"),
@@ -195,6 +198,8 @@ namespace BaseGames.Editor
var jumpGroup = MakeActionGroup();
jumpGroup.Add(MakeJumpButton("Data Hub(武器/技能/形态)", DataHubWindow.Open));
+ jumpGroup.Add(MakeJumpButton("武器 HitBox 向导", WeaponHitBoxWizard.Open));
+ jumpGroup.Add(MakeJumpButton("技能 HitBox 向导", SkillHitBoxWizard.Open));
jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
root.Add(jumpGroup);
@@ -248,8 +253,9 @@ namespace BaseGames.Editor
root.Add(MakeSectionHeader("▶ 专项编辑器"));
var jumpGroup = MakeActionGroup();
- jumpGroup.Add(MakeJumpButton("Data Hub(敌人数据)", DataHubWindow.Open));
- jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
+ jumpGroup.Add(MakeJumpButton("Data Hub(敌人数据)", DataHubWindow.Open));
+ jumpGroup.Add(MakeJumpButton("武器 HitBox 向导", WeaponHitBoxWizard.Open));
+ jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
root.Add(jumpGroup);
return root;
@@ -286,11 +292,16 @@ namespace BaseGames.Editor
container.Add(MakeSeparator());
container.Add(MakeSectionHeader("▶ 场景搭建"));
- container.Add(MakeHelpBox("在当前活动场景中放置完整组件树并自动绑定已有 SO。"));
+ container.Add(MakeHelpBox("在当前活动场景中放置完整组件树(含 Visual 子节点对齐 Collider)并自动绑定已有 SO。"));
+
+ var colliderField = new UnityEngine.UIElements.EnumField("主体碰撞器类型", _enemyBodyCollider);
+ colliderField.RegisterValueChangedCallback(evt => _enemyBodyCollider = (SceneObjectPlacerTool.EnemyBodyColliderType)evt.newValue);
+ container.Add(colliderField);
var sceneGroup = MakeActionGroup();
string sceneLabel = $"放置 {id} {name} 到场景";
- sceneGroup.Add(MakeSceneButton(sceneLabel, () => PlaceSpecificEnemy(id)));
+ sceneGroup.Add(MakeSceneButton(sceneLabel, () => PlaceSpecificEnemy(id, _enemyBodyCollider)));
+ sceneGroup.Add(MakeSceneButton("迁移选中对象 Visual 节点", MigrateSelectedEnemyVisualNode));
container.Add(sceneGroup);
}
@@ -330,15 +341,17 @@ namespace BaseGames.Editor
var sceneGroup = MakeActionGroup();
sceneGroup.Add(MakeSceneButton("放置嘲风到场景并绑定 SO", SceneObjectPlacerTool.PlaceChaoFeng));
+ sceneGroup.Add(MakeSceneButton("迁移选中对象 Visual 节点", MigrateSelectedEnemyVisualNode));
root.Add(sceneGroup);
root.Add(MakeSeparator());
root.Add(MakeSectionHeader("▶ 专项编辑器"));
var jumpGroup = MakeActionGroup();
- jumpGroup.Add(MakeJumpButton("Boss 技能序列查看器", BossSkillSequenceWindow.OpenWindow));
- jumpGroup.Add(MakeJumpButton("Data Hub(Boss技能)", DataHubWindow.Open));
- jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
+ jumpGroup.Add(MakeJumpButton("Boss 技能序列查看器", BossSkillSequenceWindow.OpenWindow));
+ jumpGroup.Add(MakeJumpButton("武器 HitBox 向导", WeaponHitBoxWizard.Open));
+ jumpGroup.Add(MakeJumpButton("Data Hub(Boss技能)", DataHubWindow.Open));
+ jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
root.Add(jumpGroup);
return root;
@@ -603,23 +616,45 @@ namespace BaseGames.Editor
$"全部 {id} SO 已创建(已存在的跳过)。\n请放置到场景后检查组件绑定。", "确定");
}
- private static void PlaceSpecificEnemy(string id)
+ private static void PlaceSpecificEnemy(string id, SceneObjectPlacerTool.EnemyBodyColliderType bodyCollider)
{
switch (id)
{
- case "E001": SceneObjectPlacerTool.PlaceE001_CaoZhi(); break;
- case "E002": SceneObjectPlacerTool.PlaceE002_HuangZhi(); break;
- case "E003": SceneObjectPlacerTool.PlaceE003_YouZhi_Enemy(); break;
- case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(); break;
- case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(); break;
- case "E006": SceneObjectPlacerTool.PlaceE006_Huan(); break;
+ case "E001": SceneObjectPlacerTool.PlaceE001_CaoZhi(bodyCollider); break;
+ case "E002": SceneObjectPlacerTool.PlaceE002_HuangZhi(bodyCollider); break;
+ case "E003": SceneObjectPlacerTool.PlaceE003_YouZhi_Enemy(bodyCollider); break;
+ case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(bodyCollider); break;
+ case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(bodyCollider); break;
+ case "E006": SceneObjectPlacerTool.PlaceE006_Huan(bodyCollider); break;
default:
Debug.LogError($"[CharacterWizardWindow] 未注册的敌人 id '{id}',请在 SceneObjectPlacerTool 中实现对应 PlaceE...() 方法并注册。");
- SceneObjectPlacerTool.PlaceEnemy();
+ SceneObjectPlacerTool.PlaceEnemy(bodyCollider);
break;
}
}
+ private static void MigrateSelectedEnemyVisualNode()
+ {
+ var targets = Selection.gameObjects;
+ if (targets == null || targets.Length == 0)
+ {
+ EditorUtility.DisplayDialog("迁移 Visual 节点",
+ "请先在 Hierarchy 中选中一个或多个 Enemy 对象。", "确定");
+ return;
+ }
+ int count = 0;
+ foreach (var go in targets)
+ {
+ var movement = go.GetComponent();
+ if (movement != null) { movement.SetupVisualNode(); count++; }
+ }
+ if (count == 0)
+ EditorUtility.DisplayDialog("迁移 Visual 节点",
+ "选中的对象中没有找到 EnemyMovement 组件。", "确定");
+ else
+ Debug.Log($"[CharacterWizardWindow] 已对 {count} 个对象完成 Visual 节点迁移。");
+ }
+
// ── SO 资产工厂:嘲风 Boss ─────────────────────────────────────────────
private static void CreateChaoFengStatsSO()
diff --git a/Assets/_Game/Scripts/Editor/Combat/HitBoxEditor.cs b/Assets/_Game/Scripts/Editor/Combat/HitBoxEditor.cs
new file mode 100644
index 0000000..9167545
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Combat/HitBoxEditor.cs
@@ -0,0 +1,115 @@
+#if UNITY_EDITOR
+using UnityEditor;
+using UnityEngine;
+using BaseGames.Combat;
+
+namespace BaseGames.Editor.Combat
+{
+ ///
+ /// HitBox 自定义 Inspector。
+ /// 在"多形状碰撞体"面板中提供快捷按钮,一键创建带 HitBoxColliderProxy 的子形状节点。
+ ///
+ /// 生成子节点结构:
+ /// [HitBoxParent] ← HitBox 组件(可无 Collider2D)
+ /// ├── [Shape_Box] ← BoxCollider2D(isTrigger) + HitBoxColliderProxy
+ /// ├── [Shape_Circle] ← CircleCollider2D(isTrigger) + HitBoxColliderProxy
+ /// ├── [Shape_Capsule] ← CapsuleCollider2D(isTrigger) + HitBoxColliderProxy
+ /// └── [Shape_Polygon] ← PolygonCollider2D(isTrigger) + HitBoxColliderProxy
+ ///
+ [CustomEditor(typeof(HitBox))]
+ public class HitBoxEditor : UnityEditor.Editor
+ {
+ public override void OnInspectorGUI()
+ {
+ DrawDefaultInspector();
+
+ EditorGUILayout.Space(6);
+ EditorGUILayout.LabelField("── 多形状碰撞体 ──", EditorStyles.boldLabel);
+ EditorGUILayout.HelpBox(
+ "在子节点添加 HitBoxColliderProxy + Collider2D 以组合多形状判定盒。\n" +
+ "子节点 Layer 自动继承本节点;Collider2D.IsTrigger 自动设为 true。",
+ MessageType.Info);
+
+ EditorGUILayout.BeginHorizontal();
+ if (GUILayout.Button("+ Box"))
+ AddShapeChild((HitBox)target, ShapeKind.Box);
+ if (GUILayout.Button("+ Circle"))
+ AddShapeChild((HitBox)target, ShapeKind.Circle);
+ if (GUILayout.Button("+ Capsule"))
+ AddShapeChild((HitBox)target, ShapeKind.Capsule);
+ if (GUILayout.Button("+ Polygon"))
+ AddShapeChild((HitBox)target, ShapeKind.Polygon);
+ EditorGUILayout.EndHorizontal();
+
+ if (Application.isPlaying)
+ {
+ EditorGUILayout.Space(2);
+ int proxyCount = ((HitBox)target).GetComponentsInChildren(true).Length;
+ EditorGUILayout.LabelField($"子代 HitBoxColliderProxy 数:{proxyCount}", EditorStyles.miniLabel);
+ Repaint();
+ }
+ }
+
+ // ── 内部工具 ──────────────────────────────────────────────────────────
+
+ private enum ShapeKind { Box, Circle, Capsule, Polygon }
+
+ private static void AddShapeChild(HitBox hitBox, ShapeKind kind)
+ {
+ var child = new GameObject($"[Shape_{kind}]");
+ Undo.RegisterCreatedObjectUndo(child, $"Add HitBox {kind} Shape");
+ child.transform.SetParent(hitBox.transform, false);
+ child.layer = hitBox.gameObject.layer;
+
+ Collider2D col = kind switch
+ {
+ ShapeKind.Box => CreateBox(child),
+ ShapeKind.Circle => CreateCircle(child),
+ ShapeKind.Capsule => CreateCapsule(child),
+ ShapeKind.Polygon => CreatePolygon(child),
+ _ => CreateBox(child),
+ };
+ col.isTrigger = true;
+
+ Undo.AddComponent(child);
+
+ Selection.activeGameObject = child;
+ EditorGUIUtility.PingObject(child);
+ }
+
+ private static BoxCollider2D CreateBox(GameObject go)
+ {
+ var c = Undo.AddComponent(go);
+ c.size = new Vector2(1f, 0.5f);
+ return c;
+ }
+
+ private static CircleCollider2D CreateCircle(GameObject go)
+ {
+ var c = Undo.AddComponent(go);
+ c.radius = 0.4f;
+ return c;
+ }
+
+ private static CapsuleCollider2D CreateCapsule(GameObject go)
+ {
+ var c = Undo.AddComponent(go);
+ c.size = new Vector2(0.5f, 1f);
+ return c;
+ }
+
+ private static PolygonCollider2D CreatePolygon(GameObject go)
+ {
+ var c = Undo.AddComponent(go);
+ c.SetPath(0, new Vector2[]
+ {
+ new( 0f, 0.3f),
+ new( 0.5f, 0f ),
+ new( 0f, -0.3f),
+ new(-0.5f, 0f ),
+ });
+ return c;
+ }
+ }
+}
+#endif
diff --git a/Assets/_Game/Scripts/Editor/Combat/HitBoxEditor.cs.meta b/Assets/_Game/Scripts/Editor/Combat/HitBoxEditor.cs.meta
new file mode 100644
index 0000000..2332859
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Combat/HitBoxEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 414d2528016107148929f4d65d5507e7
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Editor/Combat/HurtBoxEditor.cs b/Assets/_Game/Scripts/Editor/Combat/HurtBoxEditor.cs
index d3fa618..abd7976 100644
--- a/Assets/_Game/Scripts/Editor/Combat/HurtBoxEditor.cs
+++ b/Assets/_Game/Scripts/Editor/Combat/HurtBoxEditor.cs
@@ -6,9 +6,14 @@ using BaseGames.Combat;
namespace BaseGames.Editor
{
///
- /// HurtBox 运行时注入状态可视化面板。
- /// 通过 HurtBox 上的 Editor* 属性读取注入状态,以颜色区分是否注入成功。
- /// 绿色 = 注入完成;橙色 = 未注入(该能力静默不生效);灰色 = 非 PlayMode。
+ /// HurtBox 自定义 Inspector。
+ /// ① 提供"多形状受击区域"快捷按钮:一键创建带 HurtBox 的子形状节点(共享同一 HP 池)。
+ /// ② 运行时注入状态可视化面板:绿色 = 注入完成;橙色 = 未注入;灰色 = 非 PlayMode。
+ ///
+ /// 生成子节点结构:
+ /// [HurtBoxParent] ← HurtBox + 任意 Collider2D(主受击区)
+ /// ├── [HurtShape_Box] ← BoxCollider2D(isTrigger) + HurtBox(共享 HP)
+ /// └── [HurtShape_Circle] ← CircleCollider2D(isTrigger) + HurtBox(共享 HP)
///
[CustomEditor(typeof(HurtBox))]
public class HurtBoxEditor : UnityEditor.Editor
@@ -27,6 +32,24 @@ namespace BaseGames.Editor
{
DrawDefaultInspector();
+ // ── 多形状受击区域 ──────────────────────────────────────────────
+ EditorGUILayout.Space(6);
+ EditorGUILayout.LabelField("── 多形状受击区域 ──", EditorStyles.boldLabel);
+ EditorGUILayout.HelpBox(
+ "在子节点添加 HurtBox + Collider2D 以组合多形状受击区域,各子节点共享同一 HP 池。\n" +
+ "子节点 Layer 自动继承本节点;HurtBoxOwnerGuard 防止同一次攻击重复扣血。",
+ MessageType.Info);
+
+ EditorGUILayout.BeginHorizontal();
+ if (GUILayout.Button("+ Box"))
+ AddShapeChild((HurtBox)target, ShapeKind.Box);
+ if (GUILayout.Button("+ Circle"))
+ AddShapeChild((HurtBox)target, ShapeKind.Circle);
+ if (GUILayout.Button("+ Capsule"))
+ AddShapeChild((HurtBox)target, ShapeKind.Capsule);
+ EditorGUILayout.EndHorizontal();
+
+ // ── 运行时注入状态 ──────────────────────────────────────────────
EditorGUILayout.Space(4);
EditorGUILayout.LabelField("── 运行时注入状态 ──", EditorStyles.boldLabel);
@@ -59,6 +82,34 @@ namespace BaseGames.Editor
// 持续刷新(避免只显示初始状态)
if (Application.isPlaying) Repaint();
}
+
+ // ── 子形状创建工具 ─────────────────────────────────────────────────────
+
+ private enum ShapeKind { Box, Circle, Capsule }
+
+ private static void AddShapeChild(HurtBox hurtBox, ShapeKind kind)
+ {
+ var child = new GameObject($"[HurtShape_{kind}]");
+ Undo.RegisterCreatedObjectUndo(child, $"Add HurtBox {kind} Shape");
+ child.transform.SetParent(hurtBox.transform, false);
+ child.layer = hurtBox.gameObject.layer;
+
+ // 先加 Collider2D 以满足 HurtBox 的 [RequireComponent(typeof(Collider2D))],
+ // 再 AddComponent() 则不会重复创建 Collider2D。
+ Collider2D col = kind switch
+ {
+ ShapeKind.Box => Undo.AddComponent(child),
+ ShapeKind.Circle => Undo.AddComponent(child),
+ ShapeKind.Capsule => Undo.AddComponent(child),
+ _ => Undo.AddComponent(child),
+ };
+ col.isTrigger = true;
+
+ Undo.AddComponent(child);
+
+ Selection.activeGameObject = child;
+ EditorGUIUtility.PingObject(child);
+ }
}
}
#endif
diff --git a/Assets/_Game/Scripts/Editor/Enemies/PhysicsPerceptionSystemEditor.cs b/Assets/_Game/Scripts/Editor/Enemies/PhysicsPerceptionSystemEditor.cs
new file mode 100644
index 0000000..4912f56
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Enemies/PhysicsPerceptionSystemEditor.cs
@@ -0,0 +1,227 @@
+using System.Text;
+using UnityEditor;
+using UnityEngine;
+using BaseGames.Enemies.Perception;
+
+namespace BaseGames.Editor
+{
+ [CustomEditor(typeof(PhysicsPerceptionSystem))]
+ public sealed class PhysicsPerceptionSystemEditor : UnityEditor.Editor
+ {
+ // ── Scene 视图 Gizmo ──────────────────────────────────────────────────
+
+ [DrawGizmo(GizmoType.NonSelected | GizmoType.Selected | GizmoType.InSelectionHierarchy)]
+ static void DrawGizmos(PhysicsPerceptionSystem system, GizmoType gizmoType)
+ {
+ var slots = system.EditorSlots;
+ if (slots == null) return;
+
+ bool isSelected = (gizmoType & (GizmoType.Selected | GizmoType.InSelectionHierarchy)) != 0;
+ Vector3 rootPos = system.transform.position;
+ float facingSign = system.transform.localScale.x < 0f ? -1f : 1f;
+
+ foreach (var slot in slots)
+ {
+ if (string.IsNullOrEmpty(slot.slotName)) continue;
+
+ Color baseColor = ResolveGizmoColor(slot.gizmoColor);
+ Color fill = baseColor; fill.a = isSelected ? 0.12f : 0.04f;
+ Color outline = baseColor; outline.a = isSelected ? 0.90f : 0.40f;
+
+ // 每个 Slot 独立检测原点(X 随朝向翻转)
+ Vector3 slotCenter = rootPos + new Vector3(slot.offset.x * facingSign, slot.offset.y, 0f);
+
+ switch (slot.type)
+ {
+ case PhysicsPerceptionSystem.SlotType.RangeCircle:
+ if (slot.radius <= 0f) break;
+ Handles.color = fill;
+ Handles.DrawSolidDisc(slotCenter, Vector3.forward, slot.radius);
+ Handles.color = outline;
+ Handles.DrawWireDisc(slotCenter, Vector3.forward, slot.radius);
+ break;
+
+ case PhysicsPerceptionSystem.SlotType.FanCast:
+ if (slot.radius > 0f && slot.fanAngle > 0f)
+ {
+ DrawFanGizmo(slotCenter, facingSign, slot, fill, outline);
+ if (isSelected) DrawOriginDot(slotCenter, outline);
+ }
+ break;
+
+ case PhysicsPerceptionSystem.SlotType.BoxCast:
+ if (slot.boxSize.x > 0f && slot.boxSize.y > 0f)
+ {
+ DrawBoxGizmo(slotCenter, facingSign, slot, fill, outline);
+ if (isSelected) DrawOriginDot(slotCenter, outline);
+ }
+ break;
+
+ // BatchLOS: eye-position marker + optional range disc + runtime ray
+ case PhysicsPerceptionSystem.SlotType.BatchLOS:
+ DrawBatchLOSGizmo(system, slotCenter, slot, outline, isSelected);
+ break;
+ }
+ }
+
+ Handles.color = Color.white;
+ }
+
+ /// 在 Slot 原点处画一个小十字点,帮助可视化 offset 配置。
+ static void DrawOriginDot(Vector3 pos, Color color)
+ {
+ Handles.color = color;
+ Handles.DrawSolidDisc(pos, Vector3.forward, 0.04f);
+ }
+
+ ///
+ /// 仅当颜色字段为 Unity 默认值 Color(0,0,0,0)(全零 = 未配置)时,
+ /// 返回易辨识的紫色回退(alpha=1);用户明确设置的任何颜色(包括近黑色)均原样保留。
+ ///
+ static Color ResolveGizmoColor(Color c)
+ {
+ bool isDefault = c.r + c.g + c.b + c.a < 0.01f;
+ return isDefault ? new Color(0.85f, 0.3f, 1.0f, 1.0f) : c;
+ }
+
+ static void DrawBatchLOSGizmo(PhysicsPerceptionSystem system, Vector3 slotCenter,
+ PhysicsPerceptionSystem.PerceptionSlot slot, Color slotColor, bool isSelected)
+ {
+ // slotColor 已经过 ResolveGizmoColor 处理,alpha 已由调用方设为 outline alpha。
+
+ // 所有 gizmo 元素统一画在 slotCenter(由 slot.offset 控制),
+ // 与 LOSOrigin(实际射线起点)解耦——gizmo 跟 offset 走。
+ float facingSign = system.transform.localScale.x < 0f ? -1f : 1f;
+
+ // ── 最大检测范围圆(slot.radius > 0 时)──
+ if (slot.radius > 0f)
+ {
+ Color fill = slotColor; fill.a = isSelected ? 0.08f : 0.03f;
+ Handles.color = fill;
+ Handles.DrawSolidDisc(slotCenter, Vector3.forward, slot.radius);
+ Color rim = slotColor; rim.a = isSelected ? 0.70f : 0.30f;
+ Handles.color = rim;
+ Handles.DrawWireDisc(slotCenter, Vector3.forward, slot.radius);
+ }
+
+ // ── 眼睛中心圆点 ──
+ Handles.color = slotColor;
+ Handles.DrawSolidDisc(slotCenter, Vector3.forward, 0.08f);
+
+ // ── 朝向指示箭头(沿 facingSign 方向,明确"方向性"视线感知)──
+ float arrowLen = slot.radius > 0f ? Mathf.Min(slot.radius * 0.6f, 0.6f) : 0.4f;
+ Vector3 fwdArrow = new Vector3(facingSign * arrowLen, 0f, 0f);
+ Handles.DrawLine(slotCenter, slotCenter + fwdArrow);
+
+ Vector3 arrowTip = slotCenter + fwdArrow;
+ float headLen = 0.08f;
+ Handles.DrawLine(arrowTip, arrowTip + new Vector3(-facingSign * headLen, headLen, 0f));
+ Handles.DrawLine(arrowTip, arrowTip + new Vector3(-facingSign * headLen, -headLen, 0f));
+
+ // ── 放射线(仅选中时显示,避免杂乱)──
+ if (isSelected)
+ {
+ float innerR = 0.12f;
+ float outerR = slot.radius > 0f ? Mathf.Min(slot.radius, 0.30f) : 0.26f;
+ for (int i = 0; i < 8; i++)
+ {
+ float deg = i * 45f;
+ float rad = deg * Mathf.Deg2Rad;
+ Vector3 dir = new Vector3(Mathf.Cos(rad), Mathf.Sin(rad), 0f);
+ Handles.DrawLine(slotCenter + dir * innerR, slotCenter + dir * outerR);
+ }
+ }
+
+ // ── 运行时:视线连线;绿 = 可见 / 红 = 遮挡 ──
+ if (!Application.isPlaying) return;
+ var owner = system.EditorOwner ?? system.GetComponentInParent();
+ if (owner == null || owner.PlayerTransform == null) return;
+
+ bool visible = owner.IsPlayerVisible();
+ Color rayCol = visible
+ ? new Color(0.2f, 1.0f, 0.3f, 0.9f)
+ : new Color(1.0f, 0.3f, 0.3f, 0.45f);
+
+ Handles.color = rayCol;
+ Handles.DrawDottedLine(slotCenter, owner.PlayerTransform.position, 3f);
+
+ if (visible)
+ Handles.DrawSolidDisc(owner.PlayerTransform.position, Vector3.forward, 0.09f);
+ }
+
+ static void DrawFanGizmo(Vector3 center, float facingSign,
+ PhysicsPerceptionSystem.PerceptionSlot slot, Color fill, Color outline)
+ {
+ float halfAngle = slot.fanAngle * 0.5f;
+ Vector3 fromDir = RotateVec3(new Vector3(facingSign, 0f, 0f), -halfAngle);
+
+ Handles.color = fill;
+ Handles.DrawSolidArc(center, Vector3.forward, fromDir, slot.fanAngle, slot.radius);
+ Handles.color = outline;
+ Handles.DrawWireArc(center, Vector3.forward, fromDir, slot.fanAngle, slot.radius);
+
+ // Edge rays for clarity
+ Vector3 edgeL = RotateVec3(new Vector3(facingSign, 0f, 0f), -halfAngle) * slot.radius;
+ Vector3 edgeR = RotateVec3(new Vector3(facingSign, 0f, 0f), halfAngle) * slot.radius;
+ Handles.DrawLine(center, center + edgeL);
+ Handles.DrawLine(center, center + edgeR);
+ }
+
+ static void DrawBoxGizmo(Vector3 center, float facingSign,
+ PhysicsPerceptionSystem.PerceptionSlot slot, Color fill, Color outline)
+ {
+ Vector3 boxCenter = center + new Vector3(slot.boxOffset.x * facingSign, slot.boxOffset.y, 0f);
+ float hw = slot.boxSize.x * 0.5f;
+ float hh = slot.boxSize.y * 0.5f;
+
+ Vector3[] corners =
+ {
+ boxCenter + new Vector3(-hw, -hh, 0f),
+ boxCenter + new Vector3( hw, -hh, 0f),
+ boxCenter + new Vector3( hw, hh, 0f),
+ boxCenter + new Vector3(-hw, hh, 0f),
+ };
+
+ Handles.DrawSolidRectangleWithOutline(corners, fill, outline);
+ }
+
+ static Vector3 RotateVec3(Vector3 v, float angleDeg)
+ {
+ float rad = angleDeg * Mathf.Deg2Rad;
+ float cos = Mathf.Cos(rad);
+ float sin = Mathf.Sin(rad);
+ return new Vector3(cos * v.x - sin * v.y, sin * v.x + cos * v.y, 0f);
+ }
+
+ // ── Inspector ─────────────────────────────────────────────────────────
+
+ public override void OnInspectorGUI()
+ {
+ DrawDefaultInspector();
+
+ if (!Application.isPlaying) return;
+
+ var system = (PhysicsPerceptionSystem)target;
+ var detected = system.EditorDetected;
+ if (detected == null || detected.Count == 0) return;
+
+ EditorGUILayout.Space();
+ EditorGUILayout.LabelField("── 实时检测结果 ──", EditorStyles.boldLabel);
+
+ var sb = new StringBuilder();
+ foreach (var kvp in detected)
+ {
+ sb.Clear();
+ if (kvp.Value.Count > 0)
+ {
+ sb.Append("✓");
+ foreach (var go in kvp.Value)
+ sb.Append(' ').Append(go != null ? go.name : "null");
+ }
+ EditorGUILayout.LabelField(kvp.Key, kvp.Value.Count > 0 ? sb.ToString() : "—");
+ }
+
+ Repaint();
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/Enemies/PhysicsPerceptionSystemEditor.cs.meta b/Assets/_Game/Scripts/Editor/Enemies/PhysicsPerceptionSystemEditor.cs.meta
new file mode 100644
index 0000000..c57228d
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Enemies/PhysicsPerceptionSystemEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2cd6fa1109af6d04fafb6c1556eea81d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
index 64becfa..2d2b2f3 100644
--- a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
+++ b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
@@ -1,4 +1,4 @@
-using System.Collections.Generic;
+using System.Collections.Generic;
using System.Reflection;
using Animancer;
using BaseGames.Boss;
@@ -36,6 +36,9 @@ namespace BaseGames.Editor
///
public static class SceneObjectPlacerTool
{
+ // ── 碰撞器类型 ────────────────────────────────────────────────────────
+ public enum EnemyBodyColliderType { Box, Capsule, Circle }
+
// ══ 菜单入口 ══════════════════════════════════════════════════════════
[MenuItem("BaseGames/Scene/Place/Player", priority = 100)]
@@ -246,7 +249,9 @@ namespace BaseGames.Editor
}
[MenuItem("BaseGames/Scene/Place/Enemy (Basic)", priority = 110)]
- public static void PlaceEnemy()
+ public static void PlaceEnemy() => PlaceEnemy(EnemyBodyColliderType.Box);
+
+ public static void PlaceEnemy(EnemyBodyColliderType bodyCollider)
{
var report = new List();
int undoGroup = Undo.GetCurrentGroup();
@@ -264,10 +269,12 @@ namespace BaseGames.Editor
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
- GetOrAddComponent(go);
- GetOrAddComponent(go);
- AnimancerComponent animancer = GetOrAddComponent(go);
- SpriteRenderer sr = SetupSpriteRenderer(go);
+ Collider2D body = CreateBodyCollider(go, bodyCollider, new Vector2(0.7f, 0.9f));
+ Transform visual = GetOrCreateChild(go.transform, "Visual");
+ visual.localPosition = (Vector3)(Vector2)body.offset;
+ GetOrAddComponent(visual.gameObject);
+ AnimancerComponent animancer = GetOrAddComponent(visual.gameObject);
+ SpriteRenderer sr = SetupSpriteRenderer(visual.gameObject);
EnemyBase enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
@@ -275,7 +282,7 @@ namespace BaseGames.Editor
GetOrAddComponent(go);
GetOrAddComponent(go);
GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
- GetOrAddComponent(go);
+ PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
// HurtBox child
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
@@ -306,6 +313,7 @@ namespace BaseGames.Editor
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
// Wire EnemyMovement
+ AssignReference(movement, "_visualRoot", visual, report);
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", sr, report);
AssignLayerMask(movement, "_groundMask",
@@ -319,6 +327,7 @@ namespace BaseGames.Editor
else
report.Add("未找到 DamageSourceSO,HitBox_Body._defaultSource 未绑定。请创建 CMB_DS_EnemyBody.asset。");
+ SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "los" }, report);
report.Add("★ 指定 EnemyBase._statsSO、_animConfig 资产(按所创建的敌人类型命名)。");
report.Add("★ 挂载行为树 BehaviorTree 组件,指定对应 .asset。");
@@ -329,7 +338,9 @@ namespace BaseGames.Editor
}
[MenuItem("BaseGames/Scene/Place/Boss Enemy", priority = 115)]
- public static void PlaceBossEnemy()
+ public static void PlaceBossEnemy() => PlaceBossEnemy(EnemyBodyColliderType.Box);
+
+ public static void PlaceBossEnemy(EnemyBodyColliderType bodyCollider)
{
var report = new List();
@@ -345,12 +356,13 @@ namespace BaseGames.Editor
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
- GetOrAddComponent(go);
+ CreateBodyCollider(go, bodyCollider, new Vector2(1.5f, 2.5f));
GetOrAddComponent(go);
SetupSpriteRenderer(go);
BossBase bossBase = GetOrAddComponent(go);
EnemyStats bossStats = GetOrAddComponent(go);
+ PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
// HurtBox child
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
@@ -388,6 +400,7 @@ namespace BaseGames.Editor
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
+ SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "los" }, report);
report.Add("填写 _bossId。");
report.Add("挂载 BossSkillSequencer 组件并指定技能序列 SO;行为树、NavAgent 需手工添加。");
report.Add("多阶段 Boss 可在此 GameObject 上继续 AddComponent 阶段切换控制器。");
@@ -399,7 +412,9 @@ namespace BaseGames.Editor
// ══ 具体敌人快速放置 ════════════════════════════════════════════════════
[MenuItem("BaseGames/Scene/Place/Enemy E001 (草蛭)", priority = 111)]
- public static void PlaceE001_CaoZhi()
+ public static void PlaceE001_CaoZhi() => PlaceE001_CaoZhi(EnemyBodyColliderType.Box);
+
+ public static void PlaceE001_CaoZhi(EnemyBodyColliderType bodyCollider)
{
var report = new List();
int undoGroup = Undo.GetCurrentGroup();
@@ -416,12 +431,12 @@ namespace BaseGames.Editor
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
- CapsuleCollider2D body = GetOrAddComponent(go);
- body.size = new Vector2(0.6f, 0.8f);
-
- GetOrAddComponent(go);
- AnimancerComponent animancer = GetOrAddComponent(go);
- SpriteRenderer sr1 = SetupSpriteRenderer(go);
+ Collider2D body = CreateBodyCollider(go, bodyCollider, new Vector2(0.6f, 0.8f));
+ Transform visual = GetOrCreateChild(go.transform, "Visual");
+ visual.localPosition = (Vector3)(Vector2)body.offset;
+ GetOrAddComponent(visual.gameObject);
+ AnimancerComponent animancer = GetOrAddComponent(visual.gameObject);
+ SpriteRenderer sr1 = SetupSpriteRenderer(visual.gameObject);
EnemyBase enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
@@ -429,7 +444,7 @@ namespace BaseGames.Editor
GetOrAddComponent(go);
GetOrAddComponent(go);
GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
- EnemySensorHub sensorHub = GetOrAddComponent(go);
+ PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
@@ -469,6 +484,7 @@ namespace BaseGames.Editor
AssignAsset(movement, "_config", report, false, "ENM_E001_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_E001_AnimConfig");
+ AssignReference(movement, "_visualRoot", visual, report);
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", sr1, report);
AssignLayerMask(movement, "_groundMask",
@@ -478,13 +494,11 @@ namespace BaseGames.Editor
AssignAsset(alertAbility, "_config", report, false, "ABL_E001_Alert");
AssignAsset(chaseAbility, "_config", report, false, "ABL_E001_Chase");
AssignReference(chaseAbility, "_contactDamage", bodyContact, report);
- AssignReference(chaseAbility, "_sensorHub", sensorHub, report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null) AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);
- SetupSensorHubSlotNames(sensorHub, new[] { "aggro", "wall_ahead", "ledge" }, report);
- report.Add("★ 在 EnemySensorHub Inspector 中绑定 Sensor 子节点(aggro/wall_ahead/ledge)。");
+ SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "los" }, report);
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E001_CaoZhi.asset。");
Undo.CollapseUndoOperations(undoGroup);
@@ -494,7 +508,9 @@ namespace BaseGames.Editor
}
[MenuItem("BaseGames/Scene/Place/Enemy E002 (簧蛭)", priority = 112)]
- public static void PlaceE002_HuangZhi()
+ public static void PlaceE002_HuangZhi() => PlaceE002_HuangZhi(EnemyBodyColliderType.Box);
+
+ public static void PlaceE002_HuangZhi(EnemyBodyColliderType bodyCollider)
{
var report = new List();
int undoGroup = Undo.GetCurrentGroup();
@@ -509,18 +525,24 @@ namespace BaseGames.Editor
rb.bodyType = RigidbodyType2D.Kinematic;
rb.gravityScale = 0f;
- CapsuleCollider2D body = GetOrAddComponent(go);
- body.size = new Vector2(0.5f, 0.7f);
+ Collider2D body = CreateBodyCollider(go, bodyCollider, new Vector2(0.5f, 0.7f));
- GetOrAddComponent(go);
- AnimancerComponent animancer = GetOrAddComponent(go);
- SetupSpriteRenderer(go);
+ // Visual 子节点:挂载精灵 / 动画(EnemyMovement 翻转时操作此节点)
+ Transform visual = GetOrCreateChild(go.transform, "Visual");
+ visual.localPosition = (Vector3)(Vector2)body.offset;
+ GetOrAddComponent(visual.gameObject);
+ AnimancerComponent animancer = GetOrAddComponent(visual.gameObject);
+ SpriteRenderer sr = SetupSpriteRenderer(visual.gameObject);
EnemyBase enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
- EnemySensorHub sensorHub = GetOrAddComponent(go);
+ EnemyMovement movement = GetOrAddComponent(go);
+ GetOrAddComponent(go);
+ GetOrAddComponent(go);
+ GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
+ PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
- // HurtBox(初始禁用,附着天花板时不受伤)
+ // HurtBox(初始禁用,悬挂阶段无法被攻击)
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
CapsuleCollider2D hurtCap = GetOrAddComponent(hurtBoxT.gameObject);
@@ -529,24 +551,35 @@ namespace BaseGames.Editor
HurtBox hurtBox = GetOrAddComponent(hurtBoxT.gameObject);
hurtBoxT.gameObject.SetActive(false);
- // AttackHitBox(下坠发动时由能力启用)
- Transform atkT = GetOrCreateChild(go.transform, "AttackHitBox");
- SetLayer(atkT.gameObject, "EnemyHitBox", report);
- BoxCollider2D atkCol = GetOrAddComponent(atkT.gameObject);
- atkCol.isTrigger = true;
- atkCol.size = new Vector2(0.5f, 0.5f);
- HitBox atkHitBox = GetOrAddComponent(atkT.gameObject);
- atkT.gameObject.SetActive(false);
+ // LandingHitBox(落地瞬间 AoE,由 CeilingDropAbility 激活)
+ Transform landingHitBoxT = GetOrCreateChild(go.transform, "LandingHitBox");
+ SetLayer(landingHitBoxT.gameObject, "EnemyHitBox", report);
+ BoxCollider2D landingCol = GetOrAddComponent(landingHitBoxT.gameObject);
+ landingCol.isTrigger = true;
+ landingCol.size = new Vector2(0.8f, 0.3f);
+ HitBox landingHitBox = GetOrAddComponent(landingHitBoxT.gameObject);
+ landingHitBoxT.gameObject.SetActive(false);
+
+ // ContactDamageZone(地面巡逻时造成接触伤害,落地后由行为树启用)
+ Transform contactT = GetOrCreateChild(go.transform, "ContactDamageZone");
+ SetLayer(contactT.gameObject, "EnemyHitBox", report);
+ CircleCollider2D contactCol = GetOrAddComponent(contactT.gameObject);
+ contactCol.isTrigger = true;
+ contactCol.radius = 0.35f;
+ HitBox contactHitBox = GetOrAddComponent(contactT.gameObject);
+ GetOrAddComponent(contactT.gameObject);
+ contactT.gameObject.SetActive(false);
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
- Transform strikeT = GetOrCreateChild(abilitiesT, "CeilingHangStrikeAbility");
- CeilingHangStrikeAbility strikeAbility = GetOrAddComponent(strikeT.gameObject);
+ Transform dropT = GetOrCreateChild(abilitiesT, "CeilingDropAbility");
+ CeilingDropAbility dropAbility = GetOrAddComponent(dropT.gameObject);
// SOs — assign first so OnValidate doesn't warn during wiring
- AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E002_Stats");
- AssignAsset(enemyBase, "_animConfig", report, false, "ENM_E002_AnimConfig");
+ AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E002_Stats");
+ AssignAsset(enemyBase, "_animConfig", report, false, "ENM_E002_AnimConfig");
AssignReference(enemyBase, "_stats", enemyStats, report);
+ AssignReference(enemyBase, "_movement", movement, report);
AssignReference(enemyBase, "_animancer", animancer, report);
AssignReference(enemyBase, "_hurtBox", hurtBox, report);
AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
@@ -555,16 +588,32 @@ namespace BaseGames.Editor
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
- AssignAsset(strikeAbility, "_config", report, false, "ABL_E002_Strike");
- AssignReference(strikeAbility, "_attackHitBox", atkHitBox, report);
- AssignReference(strikeAbility, "_hurtBox", hurtBox, report);
+ AssignAsset(movement, "_config", report, false, "ENM_E002_Stats");
+ AssignAsset(movement, "_animConfig", report, false, "ENM_E002_AnimConfig");
+ AssignReference(movement, "_visualRoot", visual, report);
+ AssignReference(movement, "_animancer", animancer, report);
+ AssignReference(movement, "_spriteRenderer", sr, report);
+ AssignLayerMask(movement, "_groundMask",
+ new[] { "Platform", "OneWayPlatform", "MovingOneWayPlatform", "MidHeightOneWayPlatform" },
+ report);
+
+ AssignReference(dropAbility, "_landingHitBox", landingHitBox, report);
+ AssignLayerMask(dropAbility, "_groundMask",
+ new[] { "Platform", "OneWayPlatform", "MovingOneWayPlatform", "MidHeightOneWayPlatform" },
+ report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
- if (dmgSrc != null) AssignReference(atkHitBox, "_defaultSource", dmgSrc, report);
+ if (dmgSrc != null)
+ {
+ AssignReference(landingHitBox, "_defaultSource", dmgSrc, report);
+ AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);
+ }
- SetupSensorHubSlotNames(sensorHub, new[] { "attack_range" }, report);
+ SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_range" }, report);
report.Add("★ 将此对象放置于天花板,调整位置使 CapsuleCollider 正好贴合天花板底面。");
+ report.Add("★ HurtBox / ContactDamageZone 初始禁用;落地后由行为树激活。");
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E002_HuangZhi.asset。");
+ report.Add("★ BD 树逻辑建议:Idle(悬挂)→ IsSensorDetecting(aggro) → UseAbility(CeilingDrop) → IsGrounded → Patrol(Pace)。");
Undo.CollapseUndoOperations(undoGroup);
Selection.activeGameObject = go;
@@ -573,7 +622,9 @@ namespace BaseGames.Editor
}
[MenuItem("BaseGames/Scene/Place/Enemy E003 (幼蛭)", priority = 113)]
- public static void PlaceE003_YouZhi_Enemy()
+ public static void PlaceE003_YouZhi_Enemy() => PlaceE003_YouZhi_Enemy(EnemyBodyColliderType.Box);
+
+ public static void PlaceE003_YouZhi_Enemy(EnemyBodyColliderType bodyCollider)
{
var report = new List();
int undoGroup = Undo.GetCurrentGroup();
@@ -588,12 +639,12 @@ namespace BaseGames.Editor
rb.bodyType = RigidbodyType2D.Kinematic;
rb.gravityScale = 0f;
- CapsuleCollider2D body = GetOrAddComponent(go);
- body.size = new Vector2(0.5f, 0.6f);
-
- GetOrAddComponent(go);
- AnimancerComponent animancer = GetOrAddComponent(go);
- SpriteRenderer sr3 = SetupSpriteRenderer(go);
+ Collider2D body = CreateBodyCollider(go, bodyCollider, new Vector2(0.5f, 0.6f));
+ Transform visual = GetOrCreateChild(go.transform, "Visual");
+ visual.localPosition = (Vector3)(Vector2)body.offset;
+ GetOrAddComponent(visual.gameObject);
+ AnimancerComponent animancer = GetOrAddComponent(visual.gameObject);
+ SpriteRenderer sr3 = SetupSpriteRenderer(visual.gameObject);
E003_YouZhi enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
@@ -601,7 +652,7 @@ namespace BaseGames.Editor
GetOrAddComponent(go);
GetOrAddComponent(go);
GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
- EnemySensorHub sensorHub = GetOrAddComponent(go);
+ PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
@@ -638,6 +689,7 @@ namespace BaseGames.Editor
AssignAsset(movement, "_config", report, false, "ENM_E003_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_E003_AnimConfig");
+ AssignReference(movement, "_visualRoot", visual, report);
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", sr3, report);
AssignLayerMask(movement, "_groundMask",
@@ -650,7 +702,7 @@ namespace BaseGames.Editor
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null) AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);
- SetupSensorHubSlotNames(sensorHub, new[] { "aggro" }, report);
+ SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "los" }, report);
report.Add("★ 将此对象放置于天花板下方,E003_YouZhi 会在 OnSpawn/ActivateFromCeiling 时执行下坠。");
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E003_YouZhi.asset。");
@@ -661,7 +713,9 @@ namespace BaseGames.Editor
}
[MenuItem("BaseGames/Scene/Place/Enemy E004 (蛭母)", priority = 114)]
- public static void PlaceE004_ZhiMu_Enemy()
+ public static void PlaceE004_ZhiMu_Enemy() => PlaceE004_ZhiMu_Enemy(EnemyBodyColliderType.Box);
+
+ public static void PlaceE004_ZhiMu_Enemy(EnemyBodyColliderType bodyCollider)
{
var report = new List();
int undoGroup = Undo.GetCurrentGroup();
@@ -678,12 +732,12 @@ namespace BaseGames.Editor
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
- CapsuleCollider2D body = GetOrAddComponent(go);
- body.size = new Vector2(0.8f, 1.2f);
-
- GetOrAddComponent(go);
- AnimancerComponent animancer = GetOrAddComponent(go);
- SpriteRenderer sr4 = SetupSpriteRenderer(go);
+ Collider2D body = CreateBodyCollider(go, bodyCollider, new Vector2(0.8f, 1.2f));
+ Transform visual = GetOrCreateChild(go.transform, "Visual");
+ visual.localPosition = (Vector3)(Vector2)body.offset;
+ GetOrAddComponent(visual.gameObject);
+ AnimancerComponent animancer = GetOrAddComponent(visual.gameObject);
+ SpriteRenderer sr4 = SetupSpriteRenderer(visual.gameObject);
E004_ZhiMu enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
@@ -692,7 +746,7 @@ namespace BaseGames.Editor
GetOrAddComponent(go);
GetOrAddComponent(go);
GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
- EnemySensorHub sensorHub = GetOrAddComponent(go);
+ PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
@@ -756,6 +810,7 @@ namespace BaseGames.Editor
AssignAsset(movement, "_config", report, false, "ENM_E004_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_E004_AnimConfig");
+ AssignReference(movement, "_visualRoot", visual, report);
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", sr4, report);
AssignLayerMask(movement, "_groundMask",
@@ -772,7 +827,6 @@ namespace BaseGames.Editor
AssignReference(slamAbl, "_hitBox", slamHitBox, report);
AssignReference(acidAbl, "_muzzle", acidMuzzleT, report);
AssignReference(chargeAbl, "_chargeHitBox", chargeHitBox, report);
- AssignReference(chaseAbl, "_sensorHub", sensorHub, report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null)
@@ -782,7 +836,7 @@ namespace BaseGames.Editor
AssignReference(chargeHitBox, "_defaultSource", dmgSrc, report);
}
- SetupSensorHubSlotNames(sensorHub, new[] { "aggro", "los" }, report);
+ SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "los" }, report);
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E004_ZhiMu.asset。");
Undo.CollapseUndoOperations(undoGroup);
@@ -792,7 +846,9 @@ namespace BaseGames.Editor
}
[MenuItem("BaseGames/Scene/Place/Enemy E005 (肥蛭)", priority = 115)]
- public static void PlaceE005_FeiZhi_Enemy()
+ public static void PlaceE005_FeiZhi_Enemy() => PlaceE005_FeiZhi_Enemy(EnemyBodyColliderType.Box);
+
+ public static void PlaceE005_FeiZhi_Enemy(EnemyBodyColliderType bodyCollider)
{
var report = new List();
int undoGroup = Undo.GetCurrentGroup();
@@ -809,12 +865,12 @@ namespace BaseGames.Editor
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
- CapsuleCollider2D body = GetOrAddComponent(go);
- body.size = new Vector2(0.9f, 1.0f);
-
- GetOrAddComponent(go);
- AnimancerComponent animancer = GetOrAddComponent(go);
- SpriteRenderer sr5 = SetupSpriteRenderer(go);
+ Collider2D body = CreateBodyCollider(go, bodyCollider, new Vector2(0.9f, 1.0f));
+ Transform visual = GetOrCreateChild(go.transform, "Visual");
+ visual.localPosition = (Vector3)(Vector2)body.offset;
+ GetOrAddComponent(visual.gameObject);
+ AnimancerComponent animancer = GetOrAddComponent(visual.gameObject);
+ SpriteRenderer sr5 = SetupSpriteRenderer(visual.gameObject);
E005_FeiZhi enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
@@ -822,7 +878,7 @@ namespace BaseGames.Editor
GetOrAddComponent(go);
GetOrAddComponent(go);
GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
- EnemySensorHub sensorHub = GetOrAddComponent(go);
+ PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
@@ -863,6 +919,7 @@ namespace BaseGames.Editor
AssignAsset(movement, "_config", report, false, "ENM_E005_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_E005_AnimConfig");
+ AssignReference(movement, "_visualRoot", visual, report);
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", sr5, report);
AssignLayerMask(movement, "_groundMask",
@@ -878,7 +935,7 @@ namespace BaseGames.Editor
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null) AssignReference(biteHitBox, "_defaultSource", dmgSrc, report);
- SetupSensorHubSlotNames(sensorHub, new[] { "aggro" }, report);
+ SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "los" }, report);
report.Add("★ 在 E005_FeiZhi._deathPreClip 上添加 AnimationEvent 调用 SpawnProjectile(\"spawn_e003\")。");
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E005_FeiZhi.asset。");
@@ -889,7 +946,9 @@ namespace BaseGames.Editor
}
[MenuItem("BaseGames/Scene/Place/Enemy E006 (讙)", priority = 116)]
- public static void PlaceE006_Huan()
+ public static void PlaceE006_Huan() => PlaceE006_Huan(EnemyBodyColliderType.Box);
+
+ public static void PlaceE006_Huan(EnemyBodyColliderType bodyCollider)
{
var report = new List();
int undoGroup = Undo.GetCurrentGroup();
@@ -906,12 +965,12 @@ namespace BaseGames.Editor
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
- CapsuleCollider2D body = GetOrAddComponent(go);
- body.size = new Vector2(0.7f, 1.0f);
-
- GetOrAddComponent(go);
- AnimancerComponent animancer = GetOrAddComponent(go);
- SpriteRenderer sr6 = SetupSpriteRenderer(go);
+ Collider2D body = CreateBodyCollider(go, bodyCollider, new Vector2(0.7f, 1.0f));
+ Transform visual = GetOrCreateChild(go.transform, "Visual");
+ visual.localPosition = (Vector3)(Vector2)body.offset;
+ GetOrAddComponent(visual.gameObject);
+ AnimancerComponent animancer = GetOrAddComponent(visual.gameObject);
+ SpriteRenderer sr6 = SetupSpriteRenderer(visual.gameObject);
EnemyBase enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
@@ -919,7 +978,7 @@ namespace BaseGames.Editor
GetOrAddComponent(go);
GetOrAddComponent(go);
GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
- EnemySensorHub sensorHub = GetOrAddComponent(go);
+ PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
@@ -966,6 +1025,7 @@ namespace BaseGames.Editor
AssignAsset(movement, "_config", report, false, "ENM_E006_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_E006_AnimConfig");
+ AssignReference(movement, "_visualRoot", visual, report);
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", sr6, report);
AssignLayerMask(movement, "_groundMask",
@@ -977,7 +1037,6 @@ namespace BaseGames.Editor
AssignReference(leapAbl, "_landingHitBox", landHitBox, report);
AssignReference(chaseAbl, "_contactDamage", bodyContact, report);
- AssignReference(chaseAbl, "_sensorHub", sensorHub, report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null)
@@ -986,7 +1045,7 @@ namespace BaseGames.Editor
AssignReference(landHitBox, "_defaultSource", dmgSrc, report);
}
- SetupSensorHubSlotNames(sensorHub, new[] { "aggro", "wall_ahead", "ledge" }, report);
+ SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "los" }, report);
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E006_Huan.asset。");
Undo.CollapseUndoOperations(undoGroup);
@@ -996,7 +1055,9 @@ namespace BaseGames.Editor
}
[MenuItem("BaseGames/Scene/Place/Boss 嘲风 (ChaoFeng)", priority = 117)]
- public static void PlaceChaoFeng()
+ public static void PlaceChaoFeng() => PlaceChaoFeng(EnemyBodyColliderType.Box);
+
+ public static void PlaceChaoFeng(EnemyBodyColliderType bodyCollider)
{
var report = new List();
int undoGroup = Undo.GetCurrentGroup();
@@ -1014,12 +1075,12 @@ namespace BaseGames.Editor
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
- CapsuleCollider2D body = GetOrAddComponent(go);
- body.size = new Vector2(1.2f, 2.0f);
-
- GetOrAddComponent(go);
- AnimancerComponent animancer = GetOrAddComponent(go);
- SpriteRenderer srBoss = SetupSpriteRenderer(go);
+ Collider2D body = CreateBodyCollider(go, bodyCollider, new Vector2(1.2f, 2.0f));
+ Transform visual = GetOrCreateChild(go.transform, "Visual");
+ visual.localPosition = (Vector3)(Vector2)body.offset;
+ GetOrAddComponent(visual.gameObject);
+ AnimancerComponent animancer = GetOrAddComponent(visual.gameObject);
+ SpriteRenderer srBoss = SetupSpriteRenderer(visual.gameObject);
ChaoFengBoss bossBase = GetOrAddComponent(go);
EnemyStats bossStats = GetOrAddComponent(go);
@@ -1031,7 +1092,7 @@ namespace BaseGames.Editor
BossSkillExecutor skillExec = GetOrAddComponent(go);
ChaoFengFloatController floatCtrl = GetOrAddComponent(go);
ChaoFengKnockdownCounter knockdown = GetOrAddComponent(go);
- EnemySensorHub sensorHub = GetOrAddComponent(go);
+ PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
// HurtBox
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
@@ -1078,6 +1139,7 @@ namespace BaseGames.Editor
AssignAsset(movement, "_config", report, false, "ENM_ChaoFeng_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_ChaoFeng_AnimConfig");
+ AssignReference(movement, "_visualRoot", visual, report);
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", srBoss, report);
AssignLayerMask(movement, "_groundMask",
@@ -1103,7 +1165,7 @@ namespace BaseGames.Editor
if (hb != null) AssignReference(hb, "_defaultSource", dmgSrc, report);
}
- SetupSensorHubSlotNames(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "los" }, report);
+ SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "los" }, report);
report.Add("★ 设置 BossSkillExecutor._bossId = \"ChaoFeng\"。");
report.Add("★ 将各 Phase1 HitBox 引用拖入 BossSkillExecutor._hitBoxes 数组。");
@@ -1145,20 +1207,56 @@ namespace BaseGames.Editor
}
///
- /// 设置 EnemySensorHub._slots 的 slotName 字段(Sensor 引用需在 Inspector 中手工绑定)。
+ /// 在 上预填充 _slots 数组,
+ /// 根据 slotName 自动选择类型、半径、检测层及 GizmoColor。
///
- private static void SetupSensorHubSlotNames(EnemySensorHub hub, string[] slotNames, List report)
+ private static void SetupPerceptionSystemSlots(PhysicsPerceptionSystem system, string[] slotNames, List report)
{
- var so = new SerializedObject(hub);
+ var so = new SerializedObject(system);
var slots = so.FindProperty("_slots");
if (slots == null || !slots.isArray)
{
- report?.Add("EnemySensorHub._slots 字段未找到,传感器槽位需手工配置。");
+ report?.Add("PhysicsPerceptionSystem._slots 字段未找到,请检查脚本序列化。");
return;
}
+
+ int playerLayer = LayerMask.GetMask("Player");
+
slots.arraySize = slotNames.Length;
for (int i = 0; i < slotNames.Length; i++)
- slots.GetArrayElementAtIndex(i).FindPropertyRelative("slotName").stringValue = slotNames[i];
+ {
+ var elem = slots.GetArrayElementAtIndex(i);
+ string name = slotNames[i];
+
+ elem.FindPropertyRelative("slotName").stringValue = name;
+
+ int enumIdx = 0; // RangeCircle
+ float radius = 3f;
+ int layer = playerLayer;
+
+ switch (name)
+ {
+ case "aggro": enumIdx = 0; radius = 5f; layer = playerLayer; break;
+ case "los": enumIdx = 1; radius = 0f; layer = 0; break;
+ case "attack_melee":enumIdx = 0; radius = 1.5f; layer = playerLayer; break;
+ case "attack_range":enumIdx = 0; radius = 8f; layer = playerLayer; break;
+ }
+
+ elem.FindPropertyRelative("type").enumValueIndex = enumIdx;
+ elem.FindPropertyRelative("radius").floatValue = radius;
+ elem.FindPropertyRelative("detectLayer").intValue = layer;
+
+ // 各 slot 分配语义化默认颜色,可在 Inspector 中按需覆盖
+ Color defaultColor = name switch
+ {
+ "aggro" => new Color(1.00f, 0.60f, 0.10f, 1f), // 橙
+ "los" => new Color(0.00f, 0.80f, 1.00f, 1f), // 青
+ "attack_melee" => new Color(1.00f, 0.20f, 0.20f, 1f), // 红
+ "attack_range" => new Color(1.00f, 0.40f, 0.60f, 1f), // 粉红
+ _ => Color.clear, // 未知 slot 回退为紫色
+ };
+ elem.FindPropertyRelative("gizmoColor").colorValue = defaultColor;
+ }
so.ApplyModifiedPropertiesWithoutUndo();
}
@@ -1713,6 +1811,25 @@ namespace BaseGames.Editor
return Vector3.zero;
}
+ private static Collider2D CreateBodyCollider(GameObject go, EnemyBodyColliderType type, Vector2 size)
+ {
+ switch (type)
+ {
+ case EnemyBodyColliderType.Capsule:
+ var cap = GetOrAddComponent(go);
+ cap.size = size;
+ return cap;
+ case EnemyBodyColliderType.Circle:
+ var cir = GetOrAddComponent(go);
+ cir.radius = Mathf.Min(size.x, size.y) * 0.5f;
+ return cir;
+ default: // Box
+ var box = GetOrAddComponent(go);
+ box.size = size;
+ return box;
+ }
+ }
+
private static T GetOrAddComponent(GameObject go) where T : Component
{
T comp = go.GetComponent();
diff --git a/Assets/_Game/Scripts/Enemies/AI/BD_ChasePlayer.cs b/Assets/_Game/Scripts/Enemies/AI/BD_ChasePlayer.cs
index 5d8a95d..4ae1171 100644
--- a/Assets/_Game/Scripts/Enemies/AI/BD_ChasePlayer.cs
+++ b/Assets/_Game/Scripts/Enemies/AI/BD_ChasePlayer.cs
@@ -79,6 +79,11 @@ namespace BaseGames.Enemies.AI
Vector2 playerPos = _enemy.PlayerTransform.position;
+ // 若配置了巡逻区域,且玩家超出追击边界 → 放弃追击(优先级高于纯距离限制)
+ var zone = _enemy.PatrolZone;
+ if (zone != null && !zone.ContainsChase(playerPos))
+ return TaskStatus.Failure;
+
if (_enemy.IsPlayerVisible())
{
// 视线恢复:Searching → Tracking,恢复奔跑速度
diff --git a/Assets/_Game/Scripts/Enemies/AI/BD_IsNearEdge.cs b/Assets/_Game/Scripts/Enemies/AI/BD_IsNearEdge.cs
index d4f2934..1e95000 100644
--- a/Assets/_Game/Scripts/Enemies/AI/BD_IsNearEdge.cs
+++ b/Assets/_Game/Scripts/Enemies/AI/BD_IsNearEdge.cs
@@ -11,7 +11,7 @@ namespace BaseGames.Enemies.AI
///
[TaskName("Is Near Edge?")]
[TaskCategory("BaseGames/Enemy/State")]
- [TaskDescription("检查前方是否有悬崖边缘(基于 SensorToolkit 或 Raycast)")]
+ [TaskDescription("检查前方是否有悬崖边缘(基于 EnemyNavAgent Raycast 检测)")]
public class BD_IsNearEdge : Conditional
{
private EnemyBase _enemy;
diff --git a/Assets/_Game/Scripts/Enemies/AI/BD_IsOutsideZone.cs b/Assets/_Game/Scripts/Enemies/AI/BD_IsOutsideZone.cs
new file mode 100644
index 0000000..ad4b5c1
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/AI/BD_IsOutsideZone.cs
@@ -0,0 +1,61 @@
+#if GRAPH_DESIGNER
+using UnityEngine;
+using Opsive.BehaviorDesigner.Runtime.Tasks;
+using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
+using BaseGames.Enemies;
+
+namespace BaseGames.Enemies.AI
+{
+ ///
+ /// BD Conditional:判断目标坐标是否超出指定区域边界。
+ ///
+ ///
+ /// - 未配置 PatrolZone 时返回 Failure(表示"无限制",等同于不超界)。
+ /// - 超界 → Success;区域内 → Failure。
+ ///
+ ///
+ /// 典型用法:在 Patrol BT 子树中用 BD_IsOutsideZone 检查敌人坐标,
+ /// 超出巡逻区域时触发归位序列。
+ ///
+ [TaskName("Is Outside Zone")]
+ [TaskCategory("BaseGames/Enemy/Zone")]
+ [TaskDescription("判断敌人/玩家坐标是否超出巡逻或追击区域;无 Zone 时返回 Failure(不限制)")]
+ public sealed class BD_IsOutsideZone : Conditional
+ {
+ [Tooltip("true = 检查追击区域,false = 检查巡逻区域")]
+ [SerializeField] private bool m_CheckChaseZone = false;
+
+ [Tooltip("true = 检查敌人自身坐标,false = 检查玩家坐标")]
+ [SerializeField] private bool m_CheckEnemy = true;
+
+ private EnemyBase _enemy;
+
+ public override void OnAwake() => _enemy = gameObject.GetComponent();
+
+ public override TaskStatus OnUpdate()
+ {
+ if (_enemy == null) return TaskStatus.Failure;
+
+ var zone = _enemy.PatrolZone;
+ if (zone == null) return TaskStatus.Failure; // 无区域 = 不限制
+
+ Vector2 pos;
+ if (m_CheckEnemy)
+ {
+ pos = _enemy.transform.position;
+ }
+ else
+ {
+ if (_enemy.PlayerTransform == null) return TaskStatus.Failure;
+ pos = _enemy.PlayerTransform.position;
+ }
+
+ bool inside = m_CheckChaseZone
+ ? zone.ContainsChase(pos)
+ : zone.ContainsPatrol(pos);
+
+ return inside ? TaskStatus.Failure : TaskStatus.Success;
+ }
+ }
+}
+#endif
diff --git a/Assets/_Game/Scripts/Enemies/AI/BD_IsOutsideZone.cs.meta b/Assets/_Game/Scripts/Enemies/AI/BD_IsOutsideZone.cs.meta
new file mode 100644
index 0000000..800a2f5
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/AI/BD_IsOutsideZone.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bff87912e6defb849bea247df2801172
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Enemies/AI/BD_IsSensorDetecting.cs b/Assets/_Game/Scripts/Enemies/AI/BD_IsSensorDetecting.cs
index 0681028..0244487 100644
--- a/Assets/_Game/Scripts/Enemies/AI/BD_IsSensorDetecting.cs
+++ b/Assets/_Game/Scripts/Enemies/AI/BD_IsSensorDetecting.cs
@@ -7,23 +7,23 @@ using BaseGames.Enemies.Perception;
namespace BaseGames.Enemies.AI
{
///
- /// 条件:EnemySensorHub 中名为 slotName 的 Sensor 是否检测到目标。
+ /// 条件: 中名为 slotName 的槽位是否检测到目标。
/// 若 m_Target 为空则使用 EnemyBase.PlayerTransform。
///
[TaskName("Is Sensor Detecting?")]
[TaskCategory("BaseGames/Enemy/Perception")]
- [TaskDescription("检查 EnemySensorHub 中指定 Sensor 槽是否检测到目标")]
+ [TaskDescription("检查 PhysicsPerceptionSystem 中指定 Sensor 槽是否检测到目标")]
public sealed class BD_IsSensorDetecting : Conditional
{
[SerializeField] private string m_SlotName = "aggro";
[SerializeField] private bool m_AnyTarget = false;
- private EnemySensorHub _hub;
- private EnemyBase _enemy;
+ private IPerceptionSystem _hub;
+ private EnemyBase _enemy;
public override void OnAwake()
{
- _hub = gameObject.GetComponent();
+ _hub = gameObject.GetComponent();
_enemy = gameObject.GetComponent();
}
diff --git a/Assets/_Game/Scripts/Enemies/AI/BD_Patrol.cs b/Assets/_Game/Scripts/Enemies/AI/BD_Patrol.cs
index fa34d28..09346cb 100644
--- a/Assets/_Game/Scripts/Enemies/AI/BD_Patrol.cs
+++ b/Assets/_Game/Scripts/Enemies/AI/BD_Patrol.cs
@@ -3,44 +3,38 @@ using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
-using BaseGames.Enemies.Perception;
namespace BaseGames.Enemies.AI
{
///
/// BD Action:来回踱步巡逻——持续向当前方向移动,遇墙或悬崖时自动翻转方向。
- /// 转向检测依赖 EnemySensorHub 的 "wall_ahead" / "ledge" 槽(SensorToolkit)。
+ /// 转向检测通过 /
+ /// 进行;这两项是 EnemyMovement 内置的物理射线检测,不属于感知系统(PhysicsPerceptionSystem)。
///
/// 若需要按预设路点顺序巡逻,请使用 (支持 Transform 引用和内联坐标)。
///
[TaskName("Patrol (Pace)")]
[TaskCategory("BaseGames/Enemy/Movement")]
- [TaskDescription("来回踱步巡逻:遇墙或悬崖自动翻转方向(需配置 EnemySensorHub wall_ahead / ledge 槽)")]
+ [TaskDescription("来回踱步巡逻:遇墙或悬崖自动翻转方向(通过 EnemyMovement 物理射线检测,无需感知槽)")]
public class BD_Patrol : Action
{
- private EnemyBase _enemy;
- private EnemySensorHub _hub;
- private float _dir = 1f;
- private float _flipCooldown; // 翻转后短暂冷却,等待 RaySensor2D 刷新到新朝向
-
- // 缓存:SensorHub 中对应槽位是否已配置(Awake 时查询一次,避免每帧 Dictionary 查找)
- private bool _hasWallSensor;
- private bool _hasEdgeSensor;
+ private EnemyBase _enemy;
+ private EnemyMovement _movement;
+ private float _dir = 1f;
+ private float _flipCooldown; // 翻转后短暂冷却,等待射线刷新到新朝向
public override void OnAwake()
{
- _enemy = GetComponent();
- _hub = GetComponent();
- _hasWallSensor = _hub != null && _hub.Get(SensorSlotNames.WallAhead) != null;
- _hasEdgeSensor = _hub != null && _hub.Get(SensorSlotNames.Ledge) != null;
+ _enemy = GetComponent();
+ _movement = _enemy?.Movement;
}
public override void OnStart()
{
_enemy?.SetAiPhase(AiPhase.Patrol);
// 与敌人实际朝向同步,防止任务重入时 _dir 与朝向不符(如战斗后朝向已改变)
- if (_enemy?.Movement != null)
- _dir = _enemy.Movement.FacingDirection;
+ if (_movement != null)
+ _dir = _movement.FacingDirection;
_flipCooldown = 0f;
}
@@ -48,13 +42,13 @@ namespace BaseGames.Enemies.AI
{
if (_enemy == null) return TaskStatus.Failure;
- // 翻转冷却期间跳过传感器检测(等待 RaySensor2D 在新朝向完成刷新)
+ // 翻转冷却期间跳过物理检测(等待射线在新朝向完成刷新)
if (_flipCooldown > 0f)
_flipCooldown -= Time.deltaTime;
else if (ShouldFlip())
{
_dir = -_dir;
- _flipCooldown = 0.1f; // ~6 帧缓冲(60 fps),防止传感器残留信号导致抖动
+ _flipCooldown = 0.1f; // ~6 帧缓冲(60 fps),防止射线残留信号导致抖动
}
_enemy.MoveInDirection(_dir);
@@ -65,11 +59,9 @@ namespace BaseGames.Enemies.AI
private bool ShouldFlip()
{
- // 转身进行中时不重复检测,防止 _dir 在转身期间被传感器残留信号反复翻转
- if (_enemy.Movement != null && _enemy.Movement.IsTurning) return false;
- bool wallHit = _hasWallSensor && _hub.HasAnyDetection(SensorSlotNames.WallAhead);
- bool edgeHit = _hasEdgeSensor && _hub.HasAnyDetection(SensorSlotNames.Ledge);
- return wallHit || edgeHit;
+ // 转身进行中时不重复检测,防止 _dir 在转身期间被残留信号反复翻转
+ if (_movement == null || _movement.IsTurning) return false;
+ return _movement.IsWallAhead || _movement.IsLedgeAhead;
}
}
}
diff --git a/Assets/_Game/Scripts/Enemies/AI/BD_ReturnToHome.cs b/Assets/_Game/Scripts/Enemies/AI/BD_ReturnToHome.cs
index 449956d..60ae1b8 100644
--- a/Assets/_Game/Scripts/Enemies/AI/BD_ReturnToHome.cs
+++ b/Assets/_Game/Scripts/Enemies/AI/BD_ReturnToHome.cs
@@ -35,6 +35,7 @@ namespace BaseGames.Enemies.AI
private bool _reached;
private bool _pathFailed;
private bool _subscribed;
+ private Vector2 _returnTarget;
public override void OnAwake() => _enemy = gameObject.GetComponent();
@@ -54,7 +55,12 @@ namespace BaseGames.Enemies.AI
// 切换为行走速度
float walkSpeed = _enemy.Stats?.WalkSpeed ?? 2f;
_enemy.Nav?.SetSpeed(walkSpeed);
- _enemy.MoveTo(_enemy.HomePosition);
+
+ // 优先归位到巡逻区域中心;无区域时退回出生点
+ _returnTarget = _enemy.PatrolZone != null
+ ? _enemy.PatrolZone.PatrolCenter
+ : _enemy.HomePosition;
+ _enemy.MoveTo(_returnTarget);
}
public override TaskStatus OnUpdate()
@@ -66,7 +72,7 @@ namespace BaseGames.Enemies.AI
// 兜底距离判断(事件可能因帧序问题延迟一帧)
float radius = m_ArriveRadius > 0f ? m_ArriveRadius : (_enemy.Stats?.HomeRadius ?? 0.5f);
- float sqr = ((Vector2)_enemy.transform.position - _enemy.HomePosition).sqrMagnitude;
+ float sqr = ((Vector2)_enemy.transform.position - _returnTarget).sqrMagnitude;
if (sqr <= radius * radius)
return CompleteReturn();
diff --git a/Assets/_Game/Scripts/Enemies/AI/BaseGames.Enemies.AI.asmdef b/Assets/_Game/Scripts/Enemies/AI/BaseGames.Enemies.AI.asmdef
index 9a4c8c7..adf9867 100644
--- a/Assets/_Game/Scripts/Enemies/AI/BaseGames.Enemies.AI.asmdef
+++ b/Assets/_Game/Scripts/Enemies/AI/BaseGames.Enemies.AI.asmdef
@@ -13,8 +13,7 @@
"BaseGames.Enemies",
"BaseGames.Enemies.Boss.Patterns",
"Opsive.BehaviorDesigner.Runtime",
- "Kybernetik.Animancer",
- "Micosmo.SensorToolkit"
+ "Kybernetik.Animancer"
],
"autoReferenced": true,
"overrideReferences": false,
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
index 9276023..6812fd7 100644
--- a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
+++ b/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
@@ -1,7 +1,6 @@
using System.Collections;
using Animancer;
using UnityEngine;
-using BaseGames.Enemies.Perception;
namespace BaseGames.Enemies.Abilities
{
@@ -18,7 +17,6 @@ namespace BaseGames.Enemies.Abilities
[Header("感知与接触伤害")]
[SerializeField] private BodyContactDamage _contactDamage;
- [SerializeField] private EnemySensorHub _sensorHub;
[Tooltip("用于追击感知判断的传感器槽位名,通常为 \"aggro\"")]
[SerializeField] private string _aggroSlotName = "aggro";
@@ -36,7 +34,7 @@ namespace BaseGames.Enemies.Abilities
while (true)
{
if (_enemy.PlayerTransform == null) break;
- if (_sensorHub != null && !_sensorHub.IsDetecting(_aggroSlotName, _enemy.PlayerTransform.gameObject))
+ if (_enemy.SensorHub != null && !_enemy.SensorHub.IsDetecting(_aggroSlotName, _enemy.PlayerTransform.gameObject))
break;
_enemy.MoveTo(_enemy.PlayerTransform.position);
yield return null;
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs b/Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs
index 2c0bd37..037b0d4 100644
--- a/Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs
+++ b/Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs
@@ -149,11 +149,11 @@ namespace BaseGames.Enemies.Abilities
protected virtual void OnInterrupted(InterruptReason reason) { }
- /// 子类辅助:朝向目标。委托给 EnemyMovement.FaceTarget 以保持转身动画系统一致。
+ /// 子类辅助:朝向目标(写入输入信号,下一 FixedUpdate 由 EnemyMovement 消费)。
protected void FaceTarget(Transform target)
{
- if (target == null || _enemy?.Movement == null) return;
- _enemy.Movement.FaceTarget(target.position);
+ if (target == null || _enemy == null) return;
+ _enemy.FaceTarget(target.position);
}
}
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/FacePlayerAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/FacePlayerAbility.cs
index 6d875c7..43e0d55 100644
--- a/Assets/_Game/Scripts/Enemies/Abilities/FacePlayerAbility.cs
+++ b/Assets/_Game/Scripts/Enemies/Abilities/FacePlayerAbility.cs
@@ -31,7 +31,7 @@ namespace BaseGames.Enemies.Abilities
{
Phase = AbilityRunState.Active;
- _enemy.Movement?.FaceTarget(_enemy.PlayerTransform.position);
+ _enemy.FacePlayer();
if (_faceClip.Clip == null) yield break;
diff --git a/Assets/_Game/Scripts/Enemies/BaseGames.Enemies.asmdef b/Assets/_Game/Scripts/Enemies/BaseGames.Enemies.asmdef
index 8806378..38eff23 100644
--- a/Assets/_Game/Scripts/Enemies/BaseGames.Enemies.asmdef
+++ b/Assets/_Game/Scripts/Enemies/BaseGames.Enemies.asmdef
@@ -12,7 +12,6 @@
"Opsive.BehaviorDesigner.Runtime",
"Unity.Addressables",
"Unity.ResourceManager",
- "Micosmo.SensorToolkit",
"BaseGames.Parry"
],
"includePlatforms": [],
diff --git a/Assets/_Game/Scripts/Enemies/EnemyBase.cs b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
index e1dc3dc..10a3a29 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyBase.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
@@ -39,6 +39,10 @@ namespace BaseGames.Enemies
[SerializeField] protected EnemyFeedback _feedback;
[SerializeField] protected HurtBox _hurtBox;
+ [Header("区域(可选)")]
+ [Tooltip("地图固定巡逻/追击区域;配置后 BD_ChasePlayer 以区域边界替代 MaxChaseDistance,BD_ReturnToHome 归位至区域中心。留空则沿用出生点 + MaxChaseDistance 旧逻辑。")]
+ [SerializeField] private EnemyPatrolZone _patrolZone;
+
[Header("事件频道")]
[SerializeField] private BaseGames.Core.Events.StringEventChannelSO _onEnemyDied;
///
@@ -101,6 +105,13 @@ namespace BaseGames.Enemies
///
public Vector2 LastKnownPlayerPosition { get; set; }
+ ///
+ /// 地图固定巡逻/追击区域(可选)。
+ /// 配置后 BD_ChasePlayer 以区域边界为追击上限;BD_ReturnToHome 归位至区域中心。
+ /// 未配置时退回旧逻辑(HomePosition + MaxChaseDistance)。
+ ///
+ public EnemyPatrolZone PatrolZone => _patrolZone;
+
#if UNITY_EDITOR
[Header("── 运行时调试(仅 Editor)──")]
[SerializeField] private EnemyStateType _dbg_CurrentState;
@@ -212,9 +223,9 @@ namespace BaseGames.Enemies
private readonly EnemyAbilityRegistry _abilities = new EnemyAbilityRegistry();
/// 由 _onPlayerSpawned 事件缓存的玩家 Transform,供 BD 任务读取。
public Transform PlayerTransform => _playerTransform;
- /// 感知 Hub(SensorToolkit);供 QuotaManager 暂停/恢复 Sensor 使用。
+ /// 感知 Hub;供 BD 任务及 QuotaManager 暂停/恢复感知使用。
public Perception.IPerceptionSystem SensorHub => _sensorHub;
- private Perception.EnemySensorHub _sensorHub;
+ private Perception.IPerceptionSystem _sensorHub;
/// 威胁评估器(可选):为原始 LOS 结果叠加反应延迟,使感知更自然。
public Perception.EnemyThreatAssessor ThreatAssessor => _threatAssessor;
private Perception.EnemyThreatAssessor _threatAssessor;
@@ -275,26 +286,6 @@ namespace BaseGames.Enemies
public virtual bool IsPlayerInRange(float range)
=> _stats != null && _stats.SqrDistanceToPlayer <= range * range;
- ///
- /// 检查玩家是否在感知范围内。若 > 0,
- /// 同时验证玩家是否在自身朝向的扇形角度内。
- ///
- public virtual bool IsPlayerInDetectRange()
- {
- if (_stats == null || _playerTransform == null) return false;
- float detectRange = _statsSO != null ? _statsSO.DetectRange : 6f;
- if (_stats.SqrDistanceToPlayer > detectRange * detectRange) return false;
-
- float angleDeg = _statsSO?.DetectAngleDeg ?? 0f;
- if (angleDeg <= 0f) return true; // 0 = 关闭方向限制
-
- Vector2 toPlayer = ((Vector2)_playerTransform.position - (Vector2)transform.position).normalized;
- float facingDir = _movement != null ? _movement.FacingDirection : 1f;
- var forward = new Vector2(facingDir, 0f);
- float angle = Vector2.Angle(forward, toPlayer);
- return angle <= angleDeg;
- }
-
/// 原始视线检测结果(BatchLOSSystem 写入,无感知延迟修正)。
public bool HasLineOfSight => _losResult;
@@ -309,6 +300,23 @@ namespace BaseGames.Enemies
_movement.PendingInput.FaceDir = 0;
}
+ /// 朝向世界坐标点(通过输入信号,下一 FixedUpdate 消费)。
+ public void FaceTarget(Vector2 worldPos)
+ {
+ if (_movement == null) return;
+ _movement.PendingInput.WantFace = true;
+ _movement.PendingInput.FaceTargetPos = worldPos;
+ _movement.PendingInput.FaceDir = 0;
+ }
+
+ /// 直接指定朝向方向(+1 右 / -1 左,通过输入信号)。
+ public void FaceDirection(int dir)
+ {
+ if (_movement == null) return;
+ _movement.PendingInput.WantFace = true;
+ _movement.PendingInput.FaceDir = dir;
+ }
+
///
/// 搜查"环顾"子步骤:停止移动,播放原地环顾动画。
/// 由搜查行为触发;动画细节由角色自己决定,外部无需感知 AnimConfig。
@@ -542,7 +550,7 @@ namespace BaseGames.Enemies
_nav = GetComponent() ?? new NullPathAgent();
if (_movement == null) _movement = GetComponent();
_poiseSource = GetComponent();
- _sensorHub = GetComponentInChildren();
+ _sensorHub = GetComponentInChildren();
_statusEffects = GetComponent();
_threatAssessor = GetComponent();
_pooledObject = GetComponent();
@@ -782,43 +790,8 @@ namespace BaseGames.Enemies
#if UNITY_EDITOR
if (_statsSO == null) return;
- // ── 侦测范围(淡橙;若配置扇形角则绘制扇形弧)+ 攻击范围(淡红圆)────
- {
- var c = new Vector3(transform.position.x, transform.position.y, 0f);
- var prevM = UnityEditor.Handles.matrix;
- UnityEditor.Handles.matrix = Matrix4x4.identity;
-
- // 攻击范围(全圆)
- UnityEditor.Handles.color = new Color(1f, 0.15f, 0.15f, 0.15f);
- UnityEditor.Handles.DrawSolidDisc(c, Vector3.back, _statsSO.AttackRange);
- UnityEditor.Handles.color = new Color(1f, 0.15f, 0.15f, 0.55f);
- UnityEditor.Handles.DrawWireDisc(c, Vector3.back, _statsSO.AttackRange);
-
- // 侦测范围
- float angleDeg = _statsSO.DetectAngleDeg;
- if (angleDeg > 0f)
- {
- // 扇形感知:绘制弧形扇区
- float facing = Application.isPlaying && _movement != null ? _movement.FacingDirection : 1f;
- Vector3 forward3 = new Vector3(facing, 0f, 0f);
- UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.12f);
- UnityEditor.Handles.DrawSolidArc(c, Vector3.back, forward3, angleDeg, _statsSO.DetectRange);
- UnityEditor.Handles.DrawSolidArc(c, Vector3.back, forward3, -angleDeg, _statsSO.DetectRange);
- UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.6f);
- UnityEditor.Handles.DrawWireArc(c, Vector3.back, forward3, angleDeg, _statsSO.DetectRange);
- UnityEditor.Handles.DrawWireArc(c, Vector3.back, forward3, -angleDeg, _statsSO.DetectRange);
- }
- else
- {
- // 全圆感知
- UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.15f);
- UnityEditor.Handles.DrawSolidDisc(c, Vector3.back, _statsSO.DetectRange);
- UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.55f);
- UnityEditor.Handles.DrawWireDisc(c, Vector3.back, _statsSO.DetectRange);
- }
-
- UnityEditor.Handles.matrix = prevM;
- }
+ // 感知范围圆形 Gizmo 由 PhysicsPerceptionSystemEditor [DrawGizmo] 统一绘制,
+ // 此处不重复绘制,避免叠加覆盖导致 gizmoColor 设置无效。
// ── 运行时:AI 状态标签(常态可见,无需选中)────────────────
if (Application.isPlaying)
@@ -843,10 +816,14 @@ namespace BaseGames.Enemies
// ── 运行时:LOS 连线 ────────────────────────────────────────
if (!Application.isPlaying || _playerTransform == null) return;
+ float drawDetectRange = _sensorHub != null
+ ? _sensorHub.GetSensorRadius(Perception.SensorSlotNames.Aggro)
+ : -1f;
+
Vector3 eyeWorld = transform.position + new Vector3(_statsSO.EyeOffset.x, _statsSO.EyeOffset.y, 0f);
Vector3 playerPos = _playerTransform.position;
float sqrDist = (playerPos - transform.position).sqrMagnitude;
- bool inRange = sqrDist <= _statsSO.DetectRange * _statsSO.DetectRange;
+ bool inRange = drawDetectRange >= 0f && sqrDist <= drawDetectRange * drawDetectRange;
// 眼睛位置小圆点(金黄)
Gizmos.color = new Color(1f, 0.9f, 0.2f, 0.85f);
@@ -867,24 +844,8 @@ namespace BaseGames.Enemies
#if UNITY_EDITOR
if (_statsSO == null) return;
- // 选中时加亮范围圆
- {
- var c = new Vector3(transform.position.x, transform.position.y, 0f);
- var prevM = UnityEditor.Handles.matrix;
- UnityEditor.Handles.matrix = Matrix4x4.identity;
-
- UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.25f);
- UnityEditor.Handles.DrawSolidDisc(c, Vector3.back, _statsSO.DetectRange);
- UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.90f);
- UnityEditor.Handles.DrawWireDisc(c, Vector3.back, _statsSO.DetectRange);
-
- UnityEditor.Handles.color = new Color(1f, 0.2f, 0.2f, 0.25f);
- UnityEditor.Handles.DrawSolidDisc(c, Vector3.back, _statsSO.AttackRange);
- UnityEditor.Handles.color = new Color(1f, 0.2f, 0.2f, 0.90f);
- UnityEditor.Handles.DrawWireDisc(c, Vector3.back, _statsSO.AttackRange);
-
- UnityEditor.Handles.matrix = prevM;
- }
+ // 感知范围圆形 Gizmo 由 PhysicsPerceptionSystemEditor [DrawGizmo] 统一绘制,
+ // 此处不重复绘制。
// 运行时:选中时绘制 AiPhase 彩色外圆(突出显示当前状态)
if (Application.isPlaying)
diff --git a/Assets/_Game/Scripts/Enemies/EnemyDebugOverlay.cs b/Assets/_Game/Scripts/Enemies/EnemyDebugOverlay.cs
index df34f24..911aae2 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyDebugOverlay.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyDebugOverlay.cs
@@ -79,6 +79,7 @@ namespace BaseGames.Enemies
private System.Collections.Generic.List BuildLines()
{
+
var list = new System.Collections.Generic.List(8);
// 名称
diff --git a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
index a0511bb..cd2c868 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
@@ -31,16 +31,36 @@ namespace BaseGames.Enemies
[Tooltip("动画配置 SO;留空则在 Awake 时自动从 EnemyBase 读取")]
[SerializeField] private EnemyAnimationConfigSO _animConfig;
+ [Header("视觉节点")]
+ [Tooltip("包含 SpriteRenderer / AnimancerComponent 的子节点(Visual);设置后 Awake 自动将其 localPosition 对齐到 Collider2D offset,使视觉中心与碰撞体中心重合。留空则不做偏移处理。")]
+ [SerializeField] private Transform _visualRoot;
+ [Tooltip("精灵资源本身的默认朝向:1 = 右(localScale.x 为正时面朝右),-1 = 左(localScale.x 为正时面朝左)。如果美术资源绘制方向朝左,此值填 -1;朝右填 1。大多数 Unity 项目美术朝右,默认值为 1。")]
+ [SerializeField] private int _spriteDefaultFacingDir = 1;
+
[Header("导航跳跃能力(INavLinkHandler)")]
[Tooltip("可处理的最大跳跃垂直高度(超出则让 TBM 兜底)")]
[SerializeField] private float _navJumpMaxHeight = 6f;
[Tooltip("可处理的最大跳跃水平距离")]
[SerializeField] private float _navJumpMaxDist = 10f;
- [Tooltip("地面检测射线长度(用于判断跳跃是否落地)")]
- [SerializeField] private float _groundCheckDist = 0.35f;
+ [Tooltip("用于确定射线起点宽度和底边的 Collider2D;留空则 Awake 时自动查找")]
+ [SerializeField] private Collider2D _groundCheckCollider;
+ [Tooltip("从碰撞体底边向下的射线检测距离")]
+ [SerializeField] private float _groundCheckDist = 0.15f;
+ [Tooltip("射线数量(1 = 仅中心,>1 时沿碰撞体底边均匀分布)")]
+ [SerializeField] [Min(1)] private int _groundCheckCount = 3;
[Tooltip("地面层 LayerMask")]
[SerializeField] private LayerMask _groundMask;
+ [Header("墙体 / 悬崖检测")]
+ [Tooltip("从碰撞体朝向前边缘水平发射的墙体检测距离(0 = 禁用)")]
+ [SerializeField] private float _wallCheckDist = 0.2f;
+ [Tooltip("悬崖检测:从碰撞体前下角再向前偏移此距离后向下发射射线(用于检测脚边是否有地面)")]
+ [SerializeField] private float _ledgeCheckFwdOffset = 0.1f;
+ [Tooltip("悬崖检测:向下的射线长度;射线未命中地面则 IsLedgeAhead = true(0 = 禁用)")]
+ [SerializeField] private float _ledgeCheckDownDist = 0.4f;
+ [Tooltip("墙体层 LayerMask;留空时复用地面 LayerMask")]
+ [SerializeField] private LayerMask _wallMask;
+
private Rigidbody2D _rb;
private int _facingDir = 1;
private Coroutine _linkCoroutine;
@@ -54,10 +74,20 @@ namespace BaseGames.Enemies
public EnemyMoveInput PendingInput;
public bool IsGrounded { get; private set; }
+ /// 前方是否有墙体。在 FixedUpdate 中更新,仅当 _wallCheckDist > 0 时有效。
+ public bool IsWallAhead { get; private set; }
+ /// 前方是否有悬崖(脚边地面缺失)。在 FixedUpdate 中更新,仅当 _ledgeCheckDownDist > 0 时有效。
+ public bool IsLedgeAhead { get; private set; }
/// 当前朝向:1 = 右,-1 = 左。
public int FacingDirection => _facingDir;
/// 当前是否正在播放转身动画(移动输入在此期间被屏蔽)。
public bool IsTurning => _isTurning;
+ ///
+ /// 当 PathBerserker2d TransformBasedMovement 正在直接驱动 transform.position 时由
+ /// 设为 true。
+ /// 此时 MoveHorizontal/MoveWithSpeed 仅更新朝向,不写 rb.velocity,防止双重驱动冲突。
+ ///
+ public bool NavDriving { get; set; }
#if UNITY_EDITOR
[Header("── 运行时调试(仅 Editor)──")]
@@ -65,7 +95,10 @@ namespace BaseGames.Enemies
[SerializeField] private float _dbg_VelocityX;
[SerializeField] private float _dbg_VelocityY;
[SerializeField] private bool _dbg_IsGrounded;
+ [SerializeField] private bool _dbg_IsWallAhead;
+ [SerializeField] private bool _dbg_IsLedgeAhead;
[SerializeField] private bool _dbg_IsTurning;
+ [SerializeField] private bool _dbg_NavDriving;
[Header("── 输入信号(仅 Editor)──")]
[SerializeField] private float _dbg_Input_MoveDir;
[SerializeField] private float _dbg_Input_MoveSpeed;
@@ -147,36 +180,111 @@ namespace BaseGames.Enemies
onComplete?.Invoke();
}
- private bool IsGroundedCheck() =>
- Physics2D.Raycast(_rb.position, Vector2.down, _groundCheckDist, _groundMask);
+ private Vector2 GetGroundRayOrigin(int index)
+ {
+ // 优先用序列化字段,编辑器模式下 Awake 未执行时也能直接 GetComponent
+ var col = _groundCheckCollider != null ? _groundCheckCollider : GetComponent();
+ if (col == null)
+ return (Vector2)transform.position;
+
+ Bounds b = col.bounds;
+ float x = _groundCheckCount <= 1
+ ? b.center.x
+ : Mathf.Lerp(b.min.x, b.max.x, (float)index / (_groundCheckCount - 1));
+ return new Vector2(x, b.min.y);
+ }
+
+ private bool IsGroundedCheck()
+ {
+ for (int i = 0; i < _groundCheckCount; i++)
+ {
+ if (Physics2D.Raycast(GetGroundRayOrigin(i), Vector2.down, _groundCheckDist, _groundMask))
+ return true;
+ }
+ return false;
+ }
+
+ // 墙体射线起点:碰撞体朝向侧边缘中心高度
+ private Vector2 GetWallRayOrigin()
+ {
+ var col = _groundCheckCollider != null ? _groundCheckCollider : GetComponent();
+ if (col == null) return (Vector2)transform.position;
+ Bounds b = col.bounds;
+ float x = _facingDir >= 0 ? b.max.x : b.min.x;
+ return new Vector2(x, b.center.y);
+ }
+
+ // 悬崖射线起点:碰撞体前下角再向前偏移 _ledgeCheckFwdOffset
+ private Vector2 GetLedgeRayOrigin()
+ {
+ var col = _groundCheckCollider != null ? _groundCheckCollider : GetComponent();
+ if (col == null) return (Vector2)transform.position;
+ Bounds b = col.bounds;
+ float x = _facingDir >= 0
+ ? b.max.x + _ledgeCheckFwdOffset
+ : b.min.x - _ledgeCheckFwdOffset;
+ return new Vector2(x, b.min.y);
+ }
+
+ private void WallAndLedgeCheck()
+ {
+ LayerMask wallLayer = (_wallMask.value != 0) ? _wallMask : _groundMask;
+
+ if (_wallCheckDist > 0f)
+ IsWallAhead = Physics2D.Raycast(
+ GetWallRayOrigin(),
+ new Vector2(_facingDir, 0f),
+ _wallCheckDist,
+ wallLayer);
+
+ if (_ledgeCheckDownDist > 0f)
+ IsLedgeAhead = !Physics2D.Raycast(
+ GetLedgeRayOrigin(),
+ Vector2.down,
+ _ledgeCheckDownDist,
+ _groundMask);
+ }
private void Awake()
{
Debug.Assert(_config != null, "[EnemyMovement] _config 未赋值,请在 Prefab Inspector 中指定 EnemyStatsSO。", this);
_rb = GetComponent();
+ if (_groundCheckCollider == null)
+ _groundCheckCollider = GetComponent();
// 从 Sprite 或 localScale 的初始状态推断朝向,并统一切换为 localScale 翻转。
// 这样子对象(含 RaySensor2D)会随 localScale 正确翻转,不再依赖 flipX。
- if (_spriteRenderer != null)
- {
- // 两个信号均可能携带初始朝向信息:flipX 或 localScale.x < 0,
- // XOR 组合:恰好一个翻转 → 面左;两个都翻(互相抵消)→ 面右。
- bool flippedBySprite = _spriteRenderer.flipX;
- bool flippedByScale = transform.localScale.x < 0f;
- _facingDir = (flippedBySprite ^ flippedByScale) ? -1 : 1;
+ // 三个信号均可能携带初始朝向信息,任意奇数个翻转表示实际方向与默认方向相反:
+ // flippedBySprite : SpriteRenderer.flipX
+ // flippedByScale : ROOT localScale.x < 0
+ // flippedByVisual : _visualRoot.localScale.x < 0(需归一化,否则与 ROOT 产生双重翻转)
+ bool flippedBySprite = _spriteRenderer != null && _spriteRenderer.flipX;
+ bool flippedByScale = transform.localScale.x < 0f;
+ bool flippedByVisual = _visualRoot != null && _visualRoot.localScale.x < 0f;
+ _facingDir = (flippedBySprite ^ flippedByScale ^ flippedByVisual)
+ ? -_spriteDefaultFacingDir
+ : _spriteDefaultFacingDir;
- _spriteRenderer.flipX = false; // 后续由 localScale 驱动,避免双重镜像
- Vector3 s = transform.localScale;
- transform.localScale = new Vector3(Mathf.Abs(s.x) * _facingDir, s.y, s.z);
- }
- else
+ // 归一化:清除所有翻转来源,仅保留 ROOT localScale.x 作为唯一翻转驱动。
+ if (_spriteRenderer != null)
+ _spriteRenderer.flipX = false;
+ if (_visualRoot != null && flippedByVisual)
{
- _facingDir = transform.localScale.x >= 0f ? 1 : -1;
+ var vs = _visualRoot.localScale;
+ _visualRoot.localScale = new Vector3(Mathf.Abs(vs.x), vs.y, vs.z);
}
+ Vector3 s = transform.localScale;
+ float signX = (_facingDir == _spriteDefaultFacingDir) ? Mathf.Abs(s.x) : -Mathf.Abs(s.x);
+ transform.localScale = new Vector3(signX, s.y, s.z);
+
+ // 将 Visual 子节点的 localPosition 对齐到 Collider2D offset,使视觉中心与碰撞体中心重合
+ if (_visualRoot != null && _groundCheckCollider != null)
+ _visualRoot.localPosition = _groundCheckCollider.offset;
if (_enableTurnAnimation)
{
- if (_animancer == null) _animancer = GetComponentInParent(true);
+ // AnimancerComponent 可能在 Visual 子节点上,用 GetComponentInChildren 兼容两种布局
+ if (_animancer == null) _animancer = GetComponentInChildren(true);
if (_animConfig == null)
{
var enemyBase = GetComponentInParent(true);
@@ -194,7 +302,16 @@ namespace BaseGames.Enemies
private void FixedUpdate()
{
- IsGrounded = IsGroundedCheck();
+ // localScale.x 为正 → 精灵以 _spriteDefaultFacingDir 方向显示;为负则相反。
+ if (!_isTurning)
+ _facingDir = transform.localScale.x >= 0f ? _spriteDefaultFacingDir : -_spriteDefaultFacingDir;
+
+ // NavDriving: TBM 直接写 transform.position,零速防止物理重力积累和双重驱动冲突。
+ if (NavDriving)
+ _rb.velocity = Vector2.zero;
+
+ IsGrounded = IsGroundedCheck();
+ WallAndLedgeCheck();
#if UNITY_EDITOR
_dbg_Input_MoveDir = PendingInput.MoveDir;
_dbg_Input_MoveSpeed = PendingInput.MoveSpeed;
@@ -209,7 +326,10 @@ namespace BaseGames.Enemies
_dbg_VelocityX = _rb != null ? _rb.velocity.x : 0f;
_dbg_VelocityY = _rb != null ? _rb.velocity.y : 0f;
_dbg_IsGrounded = IsGrounded;
+ _dbg_IsWallAhead = IsWallAhead;
+ _dbg_IsLedgeAhead = IsLedgeAhead;
_dbg_IsTurning = _isTurning;
+ _dbg_NavDriving = NavDriving;
#endif
}
@@ -222,8 +342,10 @@ namespace BaseGames.Enemies
bool wantFace = PendingInput.WantFace;
int faceDir = PendingInput.FaceDir;
var facePosSnapshot = PendingInput.FaceTargetPos;
- PendingInput.WantStop = false;
- PendingInput.WantFace = false;
+ PendingInput.WantStop = false;
+ PendingInput.WantFace = false;
+ PendingInput.FaceDir = 0; // clear to prevent stale Inspector display
+ PendingInput.FaceTargetPos = default; // clear to prevent stale Inspector display
// ── 持久字段:MoveDir / MoveSpeed 不清零 ─────────────────────
// 解决 FixedUpdate 频率 > Update 频率时的空帧问题:
@@ -256,20 +378,22 @@ namespace BaseGames.Enemies
public void MoveHorizontal(float dir)
{
if (_isTurning) return;
+ UpdateFacing(dir);
+ if (NavDriving) return; // TBM 驱动位置,仅更新朝向
var vel = _rb.velocity;
vel.x = dir * _config.WalkSpeed;
_rb.velocity = vel;
- UpdateFacing(dir);
}
/// 显式指定速度(BD 追击任务调用)。转身动画期间调用无效。
public void MoveWithSpeed(float dir, float speed)
{
if (_isTurning) return;
+ UpdateFacing(dir);
+ if (NavDriving) return; // TBM 驱动位置,仅更新朝向
var vel = _rb.velocity;
vel.x = dir * speed;
_rb.velocity = vel;
- UpdateFacing(dir);
}
/// 朝向指定世界坐标(通常传入玩家位置)。
@@ -361,20 +485,54 @@ namespace BaseGames.Enemies
}
}
- /// 转身动画协程:停止水平移动 → 播放 Turn 动画 → 翻转朝向 → 恢复。
+ /// 转身动画协程:停止水平移动 → 播放 Turn 动画 → 翻转朝向 → 恢复移动动画。
private IEnumerator TurnCoroutine(int newDir)
{
_isTurning = true;
StopHorizontal();
- // yield return state:Animancer 的 AnimancerState 是 CustomYieldInstruction,
- // 等待动画自然播完,与 Layer/State 速度缩放无关,比手动计时更可靠。
+ // 用 WaitForSeconds 代替 "yield return state":
+ // AnimancerState.IsLooping 是只读属性(反映 clip 自身设置),无法强制单次播放;
+ // 若 Turn clip 被误配为 Loop,"yield return state" 的 keepWaiting 永远为 true,
+ // 导致 _isTurning 卡住、走路/攻击动画无法播放。
+ // WaitForSeconds(Length / Speed) 精确等待一个周期,与 clip 的 Loop 设置无关。
var state = _animancer.Play(_animConfig.Turn);
- yield return state;
+ float waitSec = state.Length > 0f
+ ? state.Length / Mathf.Max(0.001f, Mathf.Abs(state.EffectiveSpeed))
+ : 0.3f;
+ yield return new WaitForSeconds(waitSec);
ApplyFacingFlip(newDir);
_isTurning = false;
_turnCoroutine = null;
+
+ // 转身完成后恢复运动动画:Turn 覆盖了之前的 Walk/Run,
+ // 上层(EnemyBase.SetAiPhase)只在阶段切换时播放一次动画,不会在此处重播。
+ ResumeMovementAnimation();
+ }
+
+ ///
+ /// 根据当前输入状态恢复合适的移动动画(Walk / Run / Idle)。
+ /// 转身协程结束、CancelTurn 时调用,避免动画停留在 Turn 最后一帧。
+ ///
+ private void ResumeMovementAnimation()
+ {
+ if (_animancer == null || _animConfig == null) return;
+
+ if (PendingInput.WantStop || Mathf.Approximately(PendingInput.MoveDir, 0f))
+ {
+ if (_animConfig.Idle != null) _animancer.Play(_animConfig.Idle);
+ return;
+ }
+
+ // 有速度且明显超过步行速度 → 跑步动画
+ float spd = PendingInput.MoveSpeed > 0f ? PendingInput.MoveSpeed : 0f;
+ if (_animConfig.Run != null && _config != null && spd > _config.WalkSpeed + 0.05f)
+ _animancer.Play(_animConfig.Run);
+ else if (_animConfig.Walk != null)
+ _animancer.Play(_animConfig.Walk);
+ else if (_animConfig.Idle != null)
+ _animancer.Play(_animConfig.Idle);
}
///
@@ -401,7 +559,9 @@ namespace BaseGames.Enemies
if (_spriteRenderer != null)
_spriteRenderer.flipX = false;
Vector3 s = transform.localScale;
- transform.localScale = new Vector3(Mathf.Abs(s.x) * newDir, s.y, s.z);
+ // newDir 与精灵默认方向一致 → 正比例(不翻转),否则取反(翻转)。
+ float signX = (newDir == _spriteDefaultFacingDir) ? Mathf.Abs(s.x) : -Mathf.Abs(s.x);
+ transform.localScale = new Vector3(signX, s.y, s.z);
}
private void OnDrawGizmos()
@@ -427,9 +587,38 @@ namespace BaseGames.Enemies
Gizmos.color = grounded
? new Color(0.2f, 1f, 0.35f, 0.90f)
: new Color(0.4f, 0.75f, 0.4f, 0.40f);
- Vector3 origin = transform.position;
- Gizmos.DrawLine(origin, origin + Vector3.down * _groundCheckDist);
- Gizmos.DrawWireSphere(origin + Vector3.down * _groundCheckDist, 0.04f);
+ for (int i = 0; i < _groundCheckCount; i++)
+ {
+ Vector3 origin = GetGroundRayOrigin(i);
+ Gizmos.DrawLine(origin, origin + Vector3.down * _groundCheckDist);
+ Gizmos.DrawWireSphere(origin + Vector3.down * _groundCheckDist, 0.04f);
+ }
+ }
+
+ // ── 4. 墙体检测射线(命中红色 / 无命中青色)─────────────────
+ if (_wallCheckDist > 0f)
+ {
+ bool hit = Application.isPlaying && IsWallAhead;
+ Gizmos.color = hit
+ ? new Color(1f, 0.2f, 0.2f, 0.90f)
+ : new Color(0.2f, 0.9f, 1f, 0.50f);
+ Vector3 wallOrigin = GetWallRayOrigin();
+ Vector3 wallEnd = wallOrigin + new Vector3(_facingDir * _wallCheckDist, 0f, 0f);
+ Gizmos.DrawLine(wallOrigin, wallEnd);
+ Gizmos.DrawWireSphere(wallEnd, 0.04f);
+ }
+
+ // ── 5. 悬崖检测射线(无地面橙色 / 有地面灰色)───────────────
+ if (_ledgeCheckDownDist > 0f)
+ {
+ bool ledge = Application.isPlaying && IsLedgeAhead;
+ Gizmos.color = ledge
+ ? new Color(1f, 0.65f, 0.1f, 0.90f)
+ : new Color(0.6f, 0.6f, 0.6f, 0.40f);
+ Vector3 ledgeOrigin = GetLedgeRayOrigin();
+ Vector3 ledgeEnd = ledgeOrigin + Vector3.down * _ledgeCheckDownDist;
+ Gizmos.DrawLine(ledgeOrigin, ledgeEnd);
+ Gizmos.DrawWireSphere(ledgeEnd, 0.04f);
}
#endif
}
@@ -446,6 +635,76 @@ namespace BaseGames.Enemies
#endif
}
+
+#if UNITY_EDITOR
+ ///
+ /// 一键在 Enemy Prefab 上创建 Visual 子节点,将 SpriteRenderer / AnimancerComponent
+ /// 迁移到该子节点,并自动将 _visualRoot / _spriteRenderer / EnemyBase._animancer 引用指向新节点。
+ /// 在 Inspector 右键菜单或 Component Header 菜单中调用。
+ /// ⚠️ 请在 Prefab 编辑模式(或 Prefab Stage)中执行,以便变更能正确保存。
+ ///
+ [ContextMenu("Setup Visual Node")]
+ public void SetupVisualNode()
+ {
+ // 1. 找或创建 Visual 子节点
+ Transform visual = transform.Find("Visual");
+ if (visual == null)
+ {
+ var go = new GameObject("Visual");
+ UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Create Enemy Visual Node");
+ go.transform.SetParent(transform, false);
+ visual = go.transform;
+ }
+
+ // 2. 对齐 localPosition 到 Collider2D offset
+ var col = _groundCheckCollider != null ? _groundCheckCollider : GetComponent();
+ if (col != null)
+ {
+ UnityEditor.Undo.RecordObject(visual, "Set Visual LocalPosition");
+ visual.localPosition = col.offset;
+ }
+
+ // 3. 迁移 SpriteRenderer(仅在 Visual 上尚无 SpriteRenderer 时执行)
+ var sr = GetComponent();
+ if (sr != null && visual.GetComponent() == null)
+ {
+ UnityEditorInternal.ComponentUtility.CopyComponent(sr);
+ UnityEditorInternal.ComponentUtility.PasteComponentAsNew(visual.gameObject);
+ UnityEditor.Undo.DestroyObjectImmediate(sr);
+ }
+
+ // 4. 迁移 AnimancerComponent
+ var anim = GetComponent();
+ if (anim != null && visual.GetComponent() == null)
+ {
+ UnityEditorInternal.ComponentUtility.CopyComponent(anim);
+ UnityEditorInternal.ComponentUtility.PasteComponentAsNew(visual.gameObject);
+ UnityEditor.Undo.DestroyObjectImmediate(anim);
+ }
+
+ // 5. 更新 EnemyMovement 字段引用
+ var movSO = new UnityEditor.SerializedObject(this);
+ movSO.FindProperty("_visualRoot").objectReferenceValue = visual;
+ movSO.FindProperty("_spriteRenderer").objectReferenceValue = visual.GetComponent();
+ movSO.FindProperty("_animancer").objectReferenceValue = visual.GetComponent();
+ movSO.ApplyModifiedProperties();
+
+ // 6. 更新 EnemyBase._animancer 引用
+ var enemyBase = GetComponent();
+ if (enemyBase != null)
+ {
+ var baseSO = new UnityEditor.SerializedObject(enemyBase);
+ baseSO.FindProperty("_animancer").objectReferenceValue = visual.GetComponent();
+ baseSO.ApplyModifiedProperties();
+ }
+
+ UnityEditor.EditorUtility.SetDirty(gameObject);
+ Debug.Log($"[EnemyMovement] Visual node setup complete on '{gameObject.name}'.\n" +
+ $"Visual.localPosition = {visual.localPosition}\n" +
+ $"请在 Prefab 编辑器中手动保存(Ctrl+S)。", this);
+ }
+#endif
+
// 在 Gizmos 空间绘制带箭头的 2D 有向线段
private static void DrawArrow2D(Vector3 from, Vector3 to, Color color, float headLen = 0.15f)
{
diff --git a/Assets/_Game/Scripts/Enemies/EnemyPatrolZone.cs b/Assets/_Game/Scripts/Enemies/EnemyPatrolZone.cs
new file mode 100644
index 0000000..c383f12
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/EnemyPatrolZone.cs
@@ -0,0 +1,128 @@
+using UnityEngine;
+
+namespace BaseGames.Enemies
+{
+ ///
+ /// 地图固定巡逻/追击区域(矩形)。
+ ///
+ /// 放置于场景中(非敌人子节点),通过 EnemyBase Inspector 的 _patrolZone 字段引用。
+ /// 同一区域可被多个敌人共享(哨兵组、竞技场等)。
+ ///
+ /// 区域层级:
+ ///
+ /// - 巡逻区域(Patrol):绿色矩形,巡逻点限制范围。
+ /// - 追击区域(Chase):橙色矩形 = 巡逻区域 + ;
+ /// 玩家进入/出此区域触发追击开始/放弃。
+ ///
+ ///
+ public class EnemyPatrolZone : MonoBehaviour
+ {
+ [Header("巡逻区域")]
+ [Tooltip("巡逻区域中心相对 transform.position 的偏移(局部偏移,方便在 Scene 中移动节点)")]
+ public Vector2 PatrolOffset = Vector2.zero;
+
+ [Tooltip("巡逻区域尺寸(宽 × 高,单位 m)")]
+ public Vector2 PatrolSize = new Vector2(10f, 4f);
+
+ [Header("追击区域")]
+ [Tooltip("追击区域向四周扩展的边距(m);追击区域 = 巡逻区域各边 + 此值。0 = 不扩展(追击 = 巡逻)")]
+ [Min(0f)]
+ public float ChaseExpandPadding = 8f;
+
+ [Tooltip("自定义追击区域尺寸(宽×高);保持 Vector2.zero 时使用巡逻区域 + ChaseExpandPadding 自动计算")]
+ public Vector2 CustomChaseSize = Vector2.zero;
+
+ // ── 计算属性 ──────────────────────────────────────────────────────
+
+ /// 巡逻区域中心(世界坐标)。
+ public Vector2 PatrolCenter => (Vector2)transform.position + PatrolOffset;
+
+ /// 追击区域中心与巡逻区域共享。
+ public Vector2 ChaseCenter => PatrolCenter;
+
+ /// 有效追击区域尺寸:自定义 > 0 时使用自定义,否则巡逻区域 + 边距。
+ public Vector2 EffectiveChaseSize
+ {
+ get
+ {
+ if (CustomChaseSize.sqrMagnitude > 0f) return CustomChaseSize;
+ return PatrolSize + Vector2.one * (ChaseExpandPadding * 2f);
+ }
+ }
+
+ // ── 空间查询 ──────────────────────────────────────────────────────
+
+ /// 判断世界坐标 是否在巡逻区域内。
+ public bool ContainsPatrol(Vector2 worldPos)
+ {
+ Vector2 delta = worldPos - PatrolCenter;
+ Vector2 half = PatrolSize * 0.5f;
+ return Mathf.Abs(delta.x) <= half.x && Mathf.Abs(delta.y) <= half.y;
+ }
+
+ /// 判断世界坐标 是否在追击区域内。
+ public bool ContainsChase(Vector2 worldPos)
+ {
+ Vector2 delta = worldPos - ChaseCenter;
+ Vector2 half = EffectiveChaseSize * 0.5f;
+ return Mathf.Abs(delta.x) <= half.x && Mathf.Abs(delta.y) <= half.y;
+ }
+
+ /// 将 夹紧到巡逻区域内最近点(用于归位目标)。
+ public Vector2 ClampToPatrol(Vector2 worldPos)
+ {
+ Vector2 center = PatrolCenter;
+ Vector2 half = PatrolSize * 0.5f;
+ return new Vector2(
+ Mathf.Clamp(worldPos.x, center.x - half.x, center.x + half.x),
+ Mathf.Clamp(worldPos.y, center.y - half.y, center.y + half.y)
+ );
+ }
+
+ // ── Gizmos ────────────────────────────────────────────────────────
+#if UNITY_EDITOR
+ private void OnDrawGizmos()
+ {
+ Vector2 patrol = PatrolCenter;
+ Vector2 chase = ChaseCenter;
+
+ // 追击区域(橙色,后绘,垫在巡逻区域下方)
+ Vector2 chaseSize = EffectiveChaseSize;
+ Gizmos.color = new Color(1f, 0.55f, 0.1f, 0.07f);
+ Gizmos.DrawCube(chase, chaseSize);
+ Gizmos.color = new Color(1f, 0.55f, 0.1f, 0.7f);
+ Gizmos.DrawWireCube(chase, chaseSize);
+
+ // 巡逻区域(绿色,前绘,覆盖在追击区域上方)
+ Gizmos.color = new Color(0.2f, 0.9f, 0.2f, 0.12f);
+ Gizmos.DrawCube(patrol, PatrolSize);
+ Gizmos.color = new Color(0.2f, 0.9f, 0.2f, 0.85f);
+ Gizmos.DrawWireCube(patrol, PatrolSize);
+
+ // 中心点
+ Gizmos.color = new Color(0.2f, 0.9f, 0.2f, 1f);
+ Gizmos.DrawSphere(patrol, 0.15f);
+ }
+
+ private void OnDrawGizmosSelected()
+ {
+ // 选中时用更鲜艳的线框突出显示
+ Vector2 patrol = PatrolCenter;
+ Gizmos.color = Color.green;
+ Gizmos.DrawWireCube(patrol, PatrolSize);
+
+ Gizmos.color = new Color(1f, 0.7f, 0f);
+ Gizmos.DrawWireCube(ChaseCenter, EffectiveChaseSize);
+
+ // 标注尺寸(仅在 Selected 时绘制)
+ UnityEditor.Handles.color = Color.green;
+ UnityEditor.Handles.Label(patrol + Vector2.right * PatrolSize.x * 0.5f,
+ $"Patrol {PatrolSize.x:F1}×{PatrolSize.y:F1}");
+ UnityEditor.Handles.color = new Color(1f, 0.7f, 0f);
+ Vector2 cs = EffectiveChaseSize;
+ UnityEditor.Handles.Label(ChaseCenter + Vector2.right * cs.x * 0.5f,
+ $"Chase {cs.x:F1}×{cs.y:F1}");
+ }
+#endif
+ }
+}
diff --git a/Assets/_Game/Scripts/Enemies/EnemyPatrolZone.cs.meta b/Assets/_Game/Scripts/Enemies/EnemyPatrolZone.cs.meta
new file mode 100644
index 0000000..e438bfd
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/EnemyPatrolZone.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6eaf6ff027820884daab5fa51164c899
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Enemies/EnemyPoiseComponent.cs b/Assets/_Game/Scripts/Enemies/EnemyPoiseComponent.cs
index 174698a..035b825 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyPoiseComponent.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyPoiseComponent.cs
@@ -19,8 +19,8 @@ namespace BaseGames.Enemies
{
_currentPoiseLevel = _defaultPoiseLevel;
- // 自动注入到同节点 HurtBox(架构 06 §13)
- if (TryGetComponent(out var hurtBox))
+ // 自动注入到所有子节点 HurtBox(支持多形状受击区)
+ foreach (var hurtBox in GetComponentsInChildren(true))
hurtBox.SetPoiseSource(this);
}
diff --git a/Assets/_Game/Scripts/Enemies/EnemyQuotaManager.cs b/Assets/_Game/Scripts/Enemies/EnemyQuotaManager.cs
index 6c2fd51..8bc9e25 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyQuotaManager.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyQuotaManager.cs
@@ -113,7 +113,7 @@ namespace BaseGames.Enemies
if (bt != null && bt.enabled != active)
{
bt.enabled = active;
- // 同步暂停/恢复 SensorToolkit Sensor,避免远处敌人无效 tick
+ // 同步暂停/恢复感知系统,避免远处敌人无效 tick
enemy.SensorHub?.SetSuspended(!active);
}
}
diff --git a/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs b/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs
index 2d6eca1..82650a0 100644
--- a/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs
+++ b/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs
@@ -45,6 +45,7 @@ namespace BaseGames.Enemies.Navigation
// ── 私有 ────────────────────────────────────────────────────────
private NavAgent _navAgent;
private TransformBasedMovement _movement;
+ private EnemyMovement _enemyMovement;
// 能力 handler 注册表(NavLinkType → INavLinkHandler)
private readonly Dictionary _handlers
@@ -53,6 +54,7 @@ namespace BaseGames.Enemies.Navigation
// 连接段状态缓存
private NavLinkType _currentLinkType = NavLinkType.None;
+ private bool _wasNavOnSegment;
private Vector2 _currentLinkStart;
private Vector2 _currentLinkEnd;
@@ -61,6 +63,7 @@ namespace BaseGames.Enemies.Navigation
{
_navAgent = GetComponent();
_movement = GetComponent();
+ _enemyMovement = GetComponent();
// 自动发现 INavLinkHandler 组件并注册(包含子对象)
foreach (var handler in GetComponentsInChildren(true))
@@ -196,6 +199,32 @@ namespace BaseGames.Enemies.Navigation
private void HandlePathFailed(NavAgent _) => OnNavPathFailed?.Invoke();
private void HandleGoalReached(NavAgent _) => OnGoalReached?.Invoke();
+ // ── NavDriving 信号桥 ───────────────────────────────────────────
+ ///
+ /// 每物理帧向 写入导航方向信号,并设置 NavDriving 标志。
+ /// NavDriving=true 时 EnemyMovement 只更新朝向,TBM 保留对 transform.position 的控制权。
+ ///
+ private void FixedUpdate()
+ {
+ if (_enemyMovement == null || _navAgent == null) return;
+
+ bool onSegment = _navAgent.IsMovingOnSegment;
+ _enemyMovement.NavDriving = onSegment;
+
+ if (onSegment)
+ {
+ float dx = _navAgent.PathSubGoal.x - transform.position.x;
+ _enemyMovement.PendingInput.MoveDir = Mathf.Abs(dx) > 0.01f ? Mathf.Sign(dx) : 0f;
+ }
+ else if (_wasNavOnSegment && !_navAgent.IsFollowingAPath)
+ {
+ // 导航刚结束(到达目标 / 路径失败)→ 清除残留 MoveDir
+ _enemyMovement.PendingInput.WantStop = true;
+ }
+
+ _wasNavOnSegment = onSegment;
+ }
+
// ── 工具 ───────────────────────────────────────────────────────
private static NavLinkType ParseLinkType(string name) => name switch
{
diff --git a/Assets/_Game/Scripts/Enemies/Navigation/FlyingDirectNavigator.cs b/Assets/_Game/Scripts/Enemies/Navigation/FlyingDirectNavigator.cs
index 6099b9a..934d09f 100644
--- a/Assets/_Game/Scripts/Enemies/Navigation/FlyingDirectNavigator.cs
+++ b/Assets/_Game/Scripts/Enemies/Navigation/FlyingDirectNavigator.cs
@@ -1,5 +1,6 @@
using System;
using UnityEngine;
+using BaseGames.Enemies;
namespace BaseGames.Enemies.Navigation
{
@@ -48,10 +49,11 @@ namespace BaseGames.Enemies.Navigation
public event Action OnGoalReached;
// ── 状态 ───────────────────────────────────────────────────────
- private Rigidbody2D _rb;
- private Vector2? _destination;
- private bool _isMoving;
- private bool _goalFired;
+ private Rigidbody2D _rb;
+ private EnemyMovement _movement;
+ private Vector2? _destination;
+ private bool _isMoving;
+ private bool _goalFired;
private float _hoverTimer;
private float _hoverFlipTimer;
@@ -67,7 +69,8 @@ namespace BaseGames.Enemies.Navigation
// ── Unity 生命周期 ─────────────────────────────────────────────
private void Awake()
{
- _rb = GetComponent();
+ _rb = GetComponent();
+ _movement = GetComponent();
_rb.gravityScale = 0f;
_rb.constraints = RigidbodyConstraints2D.FreezeRotation;
}
@@ -139,13 +142,23 @@ namespace BaseGames.Enemies.Navigation
Vector2 newPos = Vector2.MoveTowards(myPos, target, _moveSpeed * Time.fixedDeltaTime);
_rb.MovePosition(newPos);
- // 面向移动方向
+ // 面向移动方向(通过 EnemyMovement 输入信号,保持 _facingDir 与动画系统同步)
float dx = target.x - myPos.x;
if (Mathf.Abs(dx) > 0.05f)
{
- var s = transform.localScale;
- s.x = Mathf.Abs(s.x) * Mathf.Sign(dx);
- transform.localScale = s;
+ int dir = dx > 0f ? 1 : -1;
+ if (_movement != null)
+ {
+ _movement.PendingInput.WantFace = true;
+ _movement.PendingInput.FaceDir = dir;
+ }
+ else
+ {
+ // 降级:没有 EnemyMovement 时直接翻转(独立飞行单位)
+ var s = transform.localScale;
+ s.x = Mathf.Abs(s.x) * dir;
+ transform.localScale = s;
+ }
}
}
diff --git a/Assets/_Game/Scripts/Enemies/Perception/EnemySensorHub.cs b/Assets/_Game/Scripts/Enemies/Perception/EnemySensorHub.cs
deleted file mode 100644
index 688b56c..0000000
--- a/Assets/_Game/Scripts/Enemies/Perception/EnemySensorHub.cs
+++ /dev/null
@@ -1,89 +0,0 @@
-using System.Collections.Generic;
-using UnityEngine;
-using Micosmo.SensorToolkit;
-
-namespace BaseGames.Enemies.Perception
-{
- ///
- /// 敌人感知 Hub(架构 07_EnemyModule §9)。
- /// 集中暴露挂载在敌人 Prefab 上的各种 SensorToolkit Sensor,BD 任务通过
- /// 字符串槽位查询,避免在 BD 任务 Inspector 中拖具体 Sensor 引用。
- ///
- /// 典型槽位命名约定:
- /// - "aggro" : RangeSensor2D,玩家入侵警戒圈
- /// - "attack_melee" : RangeSensor2D,近战触发距离
- /// - "attack_range" : RangeSensor2D,远程触发距离
- /// - "los" : LOSSensor2D,视线
- /// - "wall_ahead" : RaySensor2D,前方墙体检测
- /// - "ledge" : RaySensor2D,前方悬崖检测
- ///
- [DisallowMultipleComponent]
- public sealed class EnemySensorHub : MonoBehaviour, IPerceptionSystem
- {
- [System.Serializable]
- public struct SensorSlot
- {
- public string slotName;
- public Sensor sensor;
- }
-
- [SerializeField] private SensorSlot[] _slots;
-
- private Dictionary _map;
-
- private void Awake()
- {
- _map = new Dictionary(_slots?.Length ?? 0);
- if (_slots == null) return;
- for (int i = 0; i < _slots.Length; i++)
- {
- var s = _slots[i];
- if (s.sensor != null && !string.IsNullOrEmpty(s.slotName))
- _map[s.slotName] = s.sensor;
- }
- }
-
- public Sensor Get(string slotName)
- {
- if (_map == null || string.IsNullOrEmpty(slotName)) return null;
- _map.TryGetValue(slotName, out var s);
- return s;
- }
-
- public bool IsDetecting(string slotName, GameObject target)
- {
- var s = Get(slotName);
- return s != null && target != null && s.IsDetected(target);
- }
-
- public bool HasAnyDetection(string slotName)
- {
- var s = Get(slotName);
- if (s == null) return false;
- foreach (var _ in s.Detections) return true;
- return false;
- }
-
- public GameObject GetFirstDetection(string slotName)
- {
- var s = Get(slotName);
- if (s == null) return null;
- foreach (var go in s.Detections) return go;
- return null;
- }
-
- ///
- /// 暂停或恢复所有插槽的 Sensor。
- /// 当敌人超出 QuotaManager 活跃范围时调用(关闭),归入活跃范围时恢复(开启)。
- ///
- public void SetSuspended(bool suspended)
- {
- if (_slots == null) return;
- for (int i = 0; i < _slots.Length; i++)
- {
- var sensor = _slots[i].sensor;
- if (sensor != null) sensor.enabled = !suspended;
- }
- }
- }
-}
diff --git a/Assets/_Game/Scripts/Enemies/Perception/IPerceptionSystem.cs b/Assets/_Game/Scripts/Enemies/Perception/IPerceptionSystem.cs
index 7bad8aa..56b8f35 100644
--- a/Assets/_Game/Scripts/Enemies/Perception/IPerceptionSystem.cs
+++ b/Assets/_Game/Scripts/Enemies/Perception/IPerceptionSystem.cs
@@ -4,10 +4,15 @@ namespace BaseGames.Enemies.Perception
{
///
/// 敌人感知系统接口。
- /// EnemyBase 通过此接口与感知实现解耦,支持运行时替换(SensorToolkit / 自定义实现)。
+ /// EnemyBase 通过此接口与感知实现解耦,支持运行时替换。
+ /// 当前实现为 (纯物理射线 / 圆形范围检测)。
+ /// 若未来替换底层传感器实现,只需重新实现此接口,上层代码无需改动。
///
public interface IPerceptionSystem
{
+ /// 指定槽位是否已配置(用于运行前的能力检测,避免无效查询)。
+ bool HasSlot(string slotName);
+
/// 指定槽位是否检测到任意目标。
bool HasAnyDetection(string slotName);
@@ -17,6 +22,20 @@ namespace BaseGames.Enemies.Perception
/// 返回指定槽位第一个检测到的对象,无检测则返回 null。
GameObject GetFirstDetection(string slotName);
+ ///
+ /// 返回指定槽位感知区域的半径(圆形区域)。
+ /// 槽位不存在、非圆形区域或实现不支持时返回 -1。
+ /// 主要供编辑器 Gizmos 绘制使用。
+ ///
+ float GetSensorRadius(string slotName);
+
+ ///
+ /// 返回指定槽位检测原点相对于感知组件 transform 的偏移(X 分量已根据朝向翻转)。
+ /// 槽位不存在时返回 。
+ /// 供 EnemyBase.OnDrawGizmos 定位各感知圆心使用,避免所有圆重叠在 transform.position。
+ ///
+ Vector2 GetSensorOffset(string slotName);
+
/// 暂停或恢复感知系统(LOD / 超出活跃范围时调用)。
void SetSuspended(bool suspended);
}
diff --git a/Assets/_Game/Scripts/Enemies/Perception/PhysicsPerceptionSystem.cs b/Assets/_Game/Scripts/Enemies/Perception/PhysicsPerceptionSystem.cs
new file mode 100644
index 0000000..673dc62
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/Perception/PhysicsPerceptionSystem.cs
@@ -0,0 +1,299 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace BaseGames.Enemies.Perception
+{
+ ///
+ /// 敌人感知系统(自研纯物理实现)。
+ /// 每个 独立配置并独立运行,支持四种检测模式:
+ /// • RangeCircle — Physics2D.OverlapCircleNonAlloc(可选 LOS 视线遮挡校验)
+ /// • BatchLOS — 委托 EnemyBase.IsPlayerVisible()(BatchLOSSystem 批量射线)
+ /// • FanCast — 以朝向为轴的扇形多射线视野(支持遮挡层)
+ /// • BoxCast — 矩形区域重叠检测(X 偏移随 localScale.x 自动翻转)
+ ///
+ /// EnemyBase.Awake() 通过 GetComponentInChildren<IPerceptionSystem>()
+ /// 自动发现本组件,无需修改 EnemyBase。
+ /// 槽位名称常量统一定义于 。
+ ///
+ [DisallowMultipleComponent]
+ public sealed class PhysicsPerceptionSystem : MonoBehaviour, IPerceptionSystem
+ {
+ // ── 槽位类型 ──────────────────────────────────────────────────────────
+
+ public enum SlotType
+ {
+ /// Physics2D 圆形重叠检测
+ RangeCircle,
+ /// 委托 EnemyBase.IsPlayerVisible()(BatchLOSSystem 批量射线视线检测)
+ BatchLOS,
+ /// 以朝向为轴的扇形射线视野,遮挡层阻断视线
+ FanCast,
+ /// 矩形区域重叠检测,X 偏移随 localScale.x 自动翻转
+ BoxCast
+ }
+
+ // ── 槽位定义 ──────────────────────────────────────────────────────────
+
+ [Serializable]
+ public struct PerceptionSlot
+ {
+ [Tooltip("槽位名称,与 SensorSlotNames 常量保持一致\n(aggro / los / attack_melee / attack_range)")]
+ public string slotName;
+
+ [Tooltip("RangeCircle:Physics2D 圆形范围检测\nBatchLOS:视线射线检测(BatchLOSSystem)\nFanCast:以朝向为轴的扇形射线视野\nBoxCast:矩形区域重叠检测")]
+ public SlotType type;
+
+ [Min(0f)]
+ [Tooltip("RangeCircle / FanCast:检测半径(米)\nBatchLOS:最大视线检测距离(0 = 不限制)\nBoxCast:忽略此值")]
+ public float radius;
+
+ [Tooltip("目标检测层(通常为 Player 层);BatchLOS 忽略此值")]
+ public LayerMask detectLayer;
+
+ [Tooltip("RangeCircle / BoxCast:基础重叠命中后额外校验视线(Physics2D.Raycast)\nFanCast:true = 射线被 losBlockMask 层遮挡;false = 穿透所有障碍物")]
+ public bool requireLOS;
+
+ [Tooltip("requireLOS = true / FanCast(requireLOS = true):视线遮挡检测层(通常为 Platform + Wall)\nFanCast 射线只在 requireLOS = true 时被此层遮挡")]
+ public LayerMask losBlockMask;
+
+ [Header("Origin")]
+ [Tooltip("检测原点相对于 transform.position 的偏移(米)。\nX 分量随 localScale.x 朝向自动翻转;BatchLOS 仅影响 Gizmo,不影响实际射线。")]
+ public Vector2 offset;
+
+ [Header("FanCast")]
+ [Tooltip("FanCast:扇形张角(度),以朝向为中轴左右均匀展开")]
+ public float fanAngle;
+
+ [Tooltip("FanCast:扇形内均匀分布的射线数量(建议 5–11 条)")]
+ [Min(2)]
+ public int fanRayCount;
+
+ [Header("BoxCast")]
+ [Tooltip("BoxCast:检测框尺寸 (宽, 高),单位米")]
+ public Vector2 boxSize;
+
+ [Tooltip("BoxCast:相对于感知中心的偏移,X 分量随 localScale.x 自动翻转")]
+ public Vector2 boxOffset;
+
+ [Header("Gizmos")]
+ [Tooltip("Scene 视图 Gizmo 颜色。留空(全透明黑色)时自动使用紫色回退,以确保可见。")]
+ public Color gizmoColor;
+ }
+
+ // ── 字段 ──────────────────────────────────────────────────────────────
+
+ [SerializeField] private PerceptionSlot[] _slots;
+
+ private readonly Dictionary> _detected =
+ new Dictionary>();
+ private readonly Collider2D[] _overlapBuffer = new Collider2D[32];
+ private bool _suspended;
+ private EnemyBase _owner;
+
+ // ── Unity 生命周期 ────────────────────────────────────────────────────
+
+ private void Awake()
+ {
+ _owner = GetComponentInParent();
+ if (_slots == null) return;
+ foreach (var slot in _slots)
+ {
+ if (!string.IsNullOrEmpty(slot.slotName) && !_detected.ContainsKey(slot.slotName))
+ _detected[slot.slotName] = new List(4);
+ }
+ }
+
+ private void FixedUpdate()
+ {
+ if (_suspended || _slots == null) return;
+ foreach (var slot in _slots)
+ RefreshSlot(slot);
+ }
+
+ // ── 内部检测逻辑 ──────────────────────────────────────────────────────
+
+ private void RefreshSlot(PerceptionSlot slot)
+ {
+ if (string.IsNullOrEmpty(slot.slotName)) return;
+ if (!_detected.TryGetValue(slot.slotName, out var list)) return;
+ list.Clear();
+
+ switch (slot.type)
+ {
+ case SlotType.BatchLOS:
+ if (_owner != null && _owner.IsPlayerVisible() && _owner.PlayerTransform != null)
+ {
+ if (slot.radius > 0f)
+ {
+ float dist = Vector2.Distance(
+ (Vector2)transform.position, (Vector2)_owner.PlayerTransform.position);
+ if (dist > slot.radius) break;
+ }
+ list.Add(_owner.PlayerTransform.gameObject);
+ }
+ break;
+
+ case SlotType.RangeCircle:
+ RefreshRangeCircle(slot, list);
+ break;
+
+ case SlotType.FanCast:
+ RefreshFanCast(slot, list);
+ break;
+
+ case SlotType.BoxCast:
+ RefreshBoxCast(slot, list);
+ break;
+ }
+ }
+
+ private void RefreshRangeCircle(in PerceptionSlot slot, System.Collections.Generic.List list)
+ {
+ if (slot.radius <= 0f || slot.detectLayer == 0) return;
+ float facingSign = transform.localScale.x < 0f ? -1f : 1f;
+ Vector2 origin = (Vector2)transform.position + new Vector2(slot.offset.x * facingSign, slot.offset.y);
+ int count = Physics2D.OverlapCircleNonAlloc(origin, slot.radius, _overlapBuffer, slot.detectLayer);
+ for (int i = 0; i < count; i++)
+ {
+ var col = _overlapBuffer[i];
+ if (col == null) continue;
+ if (slot.requireLOS && !HasLineOfSight(origin, col.gameObject, slot.losBlockMask)) continue;
+ list.Add(col.gameObject);
+ }
+ }
+
+ private void RefreshFanCast(in PerceptionSlot slot, System.Collections.Generic.List list)
+ {
+ if (slot.radius <= 0f || slot.detectLayer == 0 || slot.fanAngle <= 0f) return;
+
+ float facingSign = transform.localScale.x < 0f ? -1f : 1f;
+ var forward = new Vector2(facingSign, 0f);
+ Vector2 origin = (Vector2)transform.position + new Vector2(slot.offset.x * facingSign, slot.offset.y);
+ float halfAngle = slot.fanAngle * 0.5f;
+ int rays = Mathf.Max(2, slot.fanRayCount);
+ // requireLOS = true:射线被 losBlockMask 遮挡;false:仅检测 detectLayer(穿透障碍物)
+ int castMask = slot.requireLOS
+ ? ((int)slot.detectLayer | (int)slot.losBlockMask)
+ : (int)slot.detectLayer;
+
+ for (int r = 0; r < rays; r++)
+ {
+ float t = (float)r / (rays - 1);
+ Vector2 dir = RotateVector(forward, Mathf.Lerp(-halfAngle, halfAngle, t));
+ RaycastHit2D hit = Physics2D.Raycast(origin, dir, slot.radius, castMask);
+ if (hit.collider == null) continue;
+ if (((1 << hit.collider.gameObject.layer) & (int)slot.detectLayer) == 0) continue;
+
+ var go = hit.collider.gameObject;
+ if (!list.Contains(go)) list.Add(go);
+ }
+ }
+
+ private void RefreshBoxCast(in PerceptionSlot slot, System.Collections.Generic.List list)
+ {
+ if (slot.boxSize.x <= 0f || slot.boxSize.y <= 0f || slot.detectLayer == 0) return;
+
+ float facingSign = transform.localScale.x < 0f ? -1f : 1f;
+ Vector2 origin = (Vector2)transform.position + new Vector2(slot.offset.x * facingSign, slot.offset.y);
+ Vector2 center = origin + new Vector2(slot.boxOffset.x * facingSign, slot.boxOffset.y);
+
+ int count = Physics2D.OverlapBoxNonAlloc(center, slot.boxSize, 0f, _overlapBuffer, slot.detectLayer);
+ for (int i = 0; i < count; i++)
+ {
+ var col = _overlapBuffer[i];
+ if (col == null) continue;
+ if (slot.requireLOS && !HasLineOfSight(origin, col.gameObject, slot.losBlockMask)) continue;
+ list.Add(col.gameObject);
+ }
+ }
+
+ private bool HasLineOfSight(Vector2 origin, GameObject target, LayerMask blockMask)
+ {
+ // 优先使用碰撞体包围盒中心(比 transform.position 更准确,避免偏心轴误判)
+ Vector2 targetPos;
+ var col = target.GetComponent();
+ targetPos = col != null ? (Vector2)col.bounds.center : (Vector2)target.transform.position;
+
+ var dir = targetPos - origin;
+ float dist = dir.magnitude;
+ if (dist <= 0f) return true;
+ var hit = Physics2D.Raycast(origin, dir / dist, dist, blockMask);
+ // 未命中任何障碍,或者第一个命中的就是目标自身(含子物体)
+ return hit.collider == null || hit.collider.transform.IsChildOf(target.transform) || hit.collider.gameObject == target;
+ }
+
+ private static Vector2 RotateVector(Vector2 v, float angleDeg)
+ {
+ float rad = angleDeg * Mathf.Deg2Rad;
+ float cos = Mathf.Cos(rad);
+ float sin = Mathf.Sin(rad);
+ return new Vector2(cos * v.x - sin * v.y, sin * v.x + cos * v.y);
+ }
+
+ // ── IPerceptionSystem ─────────────────────────────────────────────────
+
+ public bool HasSlot(string slotName)
+ {
+ if (string.IsNullOrEmpty(slotName)) return false;
+ // 运行时通过字典; 编辑器模式遍历数组
+ if (_detected.Count > 0) return _detected.ContainsKey(slotName);
+ if (_slots == null) return false;
+ foreach (var s in _slots)
+ if (s.slotName == slotName) return true;
+ return false;
+ }
+
+ public bool HasAnyDetection(string slotName) =>
+ _detected.TryGetValue(slotName, out var list) && list.Count > 0;
+
+ public bool IsDetecting(string slotName, GameObject target)
+ {
+ if (!_detected.TryGetValue(slotName, out var list)) return false;
+ for (int i = 0; i < list.Count; i++)
+ if (list[i] == target) return true;
+ return false;
+ }
+
+ public GameObject GetFirstDetection(string slotName)
+ {
+ if (!_detected.TryGetValue(slotName, out var list) || list.Count == 0) return null;
+ return list[0];
+ }
+
+ public float GetSensorRadius(string slotName)
+ {
+ if (string.IsNullOrEmpty(slotName) || _slots == null) return -1f;
+ foreach (var s in _slots)
+ if (s.slotName == slotName && s.type == SlotType.RangeCircle)
+ return s.radius;
+ return -1f;
+ }
+
+ public Vector2 GetSensorOffset(string slotName)
+ {
+ if (string.IsNullOrEmpty(slotName) || _slots == null) return Vector2.zero;
+ float facingSign = transform.localScale.x < 0f ? -1f : 1f;
+ foreach (var s in _slots)
+ if (s.slotName == slotName)
+ return new Vector2(s.offset.x * facingSign, s.offset.y);
+ return Vector2.zero;
+ }
+
+ public void SetSuspended(bool suspended)
+ {
+ _suspended = suspended;
+ if (suspended)
+ foreach (var list in _detected.Values)
+ list.Clear();
+ }
+
+ // ── 编辑器 API(仅 UNITY_EDITOR 访问)────────────────────────────────
+
+#if UNITY_EDITOR
+ public PerceptionSlot[] EditorSlots => _slots;
+ public IReadOnlyDictionary> EditorDetected => _detected;
+ public EnemyBase EditorOwner => _owner;
+#endif
+ }
+}
diff --git a/Assets/_Game/Scripts/Enemies/Perception/PhysicsPerceptionSystem.cs.meta b/Assets/_Game/Scripts/Enemies/Perception/PhysicsPerceptionSystem.cs.meta
new file mode 100644
index 0000000..610d9ba
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/Perception/PhysicsPerceptionSystem.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c0026fe36cfaffc4e95698bccd0a8380
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Enemies/Perception/SensorSlotNames.cs b/Assets/_Game/Scripts/Enemies/Perception/SensorSlotNames.cs
index 1dbf0c1..47bb026 100644
--- a/Assets/_Game/Scripts/Enemies/Perception/SensorSlotNames.cs
+++ b/Assets/_Game/Scripts/Enemies/Perception/SensorSlotNames.cs
@@ -1,43 +1,33 @@
namespace BaseGames.Enemies.Perception
{
///
- /// 槽位名称常量。
+ /// 槽位名称常量。
///
/// 统一定义字符串键,避免在 BD Task Inspector 和代码中散布魔法字符串。
- /// Prefab 上 EnemySensorHub 组件的 slotName 字段必须与此处常量保持一致。
+ /// Prefab 上 组件的 slotName 字段必须与此处常量保持一致。
///
public static class SensorSlotNames
{
///
- /// 警戒范围(RangeSensor2D):玩家进入此圈触发 Alert 阶段。
+ /// 警戒范围(RangeCircle):玩家进入此圈触发 Alert 阶段。
/// 通常半径大于攻击范围,小于视线检测范围。
///
public const string Aggro = "aggro";
///
- /// 视线检测(LOSSensor2D):敌我之间无遮挡时持续为 true。
+ /// 视线检测(BatchLOS):敌我之间无遮挡时持续为 true。
/// 由 BatchLOSSystem 批量计算,BD_IsPlayerVisible 读取结果。
///
public const string LOS = "los";
///
- /// 近战攻击范围(RangeSensor2D):玩家进入时触发近战攻击条件。
+ /// 近战攻击范围(RangeCircle):玩家进入时触发近战攻击条件。
///
public const string AttackMelee = "attack_melee";
///
- /// 远程攻击范围(RangeSensor2D):玩家进入时触发远程攻击条件。
+ /// 远程攻击范围(RangeCircle):玩家进入时触发远程攻击条件。
///
public const string AttackRange = "attack_range";
-
- ///
- /// 前方墙体(RaySensor2D):水平方向检测,用于巡逻转向。
- ///
- public const string WallAhead = "wall_ahead";
-
- ///
- /// 前方悬崖(RaySensor2D):斜向下检测地面是否存在,用于巡逻转向。
- ///
- public const string Ledge = "ledge";
}
}
diff --git a/Assets/_Game/Scripts/Input/InputReaderSO.cs b/Assets/_Game/Scripts/Input/InputReaderSO.cs
index 2ecb109..d6dd9aa 100644
--- a/Assets/_Game/Scripts/Input/InputReaderSO.cs
+++ b/Assets/_Game/Scripts/Input/InputReaderSO.cs
@@ -47,11 +47,14 @@ namespace BaseGames.Input
// ── Polling ───────────────────────────────────────────────────────────
public Vector2 MoveInput { get; private set; }
+ /// 跳跃键当前是否处于按下状态。供 JumpState 在进入时检测短按是否已松开。
+ public bool IsJumpHeld => _jumpAction != null && _jumpAction.IsPressed();
// ── Runtime state ─────────────────────────────────────────────────────
private InputActionMap _gameplay;
private InputActionMap _ui;
private bool _isBound;
+ private InputAction _jumpAction;
private void EnsureInitialized()
{
@@ -92,6 +95,7 @@ namespace BaseGames.Input
_gameplay = null;
_ui = null;
_isBound = false;
+ _jumpAction = null;
EnsureInitialized();
}
@@ -171,6 +175,7 @@ namespace BaseGames.Input
BindStarted(_gameplay, "Jump", () => JumpStartedEvent?.Invoke());
BindCanceled(_gameplay, "Jump", () => JumpCancelledEvent?.Invoke());
+ _jumpAction = _gameplay.FindAction("Jump", throwIfNotFound: false);
BindStarted(_gameplay, "Attack", () => AttackEvent?.Invoke());
BindStarted(_gameplay, "Parry", () => ParryEvent?.Invoke());
BindStarted(_gameplay, "Dash", () => DashEvent?.Invoke());
diff --git a/Assets/_Game/Scripts/Player/PlayerMovement.cs b/Assets/_Game/Scripts/Player/PlayerMovement.cs
index 5223e8f..b398570 100644
--- a/Assets/_Game/Scripts/Player/PlayerMovement.cs
+++ b/Assets/_Game/Scripts/Player/PlayerMovement.cs
@@ -100,6 +100,20 @@ namespace BaseGames.Player
// 开启连续碰撞检测(CCD):Kinematic 移动平台通过 MovePosition 将 Dynamic 角色推向墙体时,
// CCD 会沿移动路径追踪碰撞,确保角色在物理层被墙体表面拦截,而不是在离散步骤中穿透墙体。
_rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
+ if (_config != null)
+ _config.OnConfigChanged += OnMovementConfigChanged;
+ }
+
+ private void OnDestroy()
+ {
+ if (_config != null)
+ _config.OnConfigChanged -= OnMovementConfigChanged;
+ }
+
+ private void OnMovementConfigChanged()
+ {
+ if (_rb != null)
+ _rb.gravityScale = _config.DefaultGravityScale;
}
private void FixedUpdate()
diff --git a/Assets/_Game/Scripts/Player/PlayerMovementConfigSO.cs b/Assets/_Game/Scripts/Player/PlayerMovementConfigSO.cs
index e5e610c..0917655 100644
--- a/Assets/_Game/Scripts/Player/PlayerMovementConfigSO.cs
+++ b/Assets/_Game/Scripts/Player/PlayerMovementConfigSO.cs
@@ -1,3 +1,4 @@
+using System;
using UnityEngine;
namespace BaseGames.Player
@@ -26,6 +27,11 @@ namespace BaseGames.Player
[Tooltip("松开跳跃键时速度保留比例(变高跳)。推荐 0.35,越小跳跃越低。")]
[Range(0f, 1f)]
public float JumpCutMultiplier = 0.35f;
+ [Tooltip("短按最小跳跃保护窗口(秒)。\n" +
+ "窗口内松开跳跃键不会立即截断速度;窗口结束时统一判断是否截断,\n" +
+ "保证无论短按多快/多慢,最小跳跃高度始终一致(消除帧级手感抖动)。\n" +
+ "推荐 0.08(≈5帧@60fps)。调高 → 最小跳更高;调低 → 最小跳更低。")]
+ public float MinJumpTime = 0.08f;
[Header("跳跃 — 顶点悬停")]
[Tooltip("顶点悬停触发阈值(单位/秒)。当 |垂直速度| 低于此值时,重力缩减为 ApexGravityMultiplier 倍,\n产生\"滞空感\"。推荐 3。调高 → 悬停段更长;调低 → 悬停段更短乃至消失。")]
@@ -92,5 +98,16 @@ namespace BaseGames.Player
[Header("重力")]
public float DefaultGravityScale = 3f;
+
+ // ── 运行时热更新通知 ──────────────────────────────────────────────────
+ ///
+ /// Inspector 中修改配置时触发(仅编辑器),订阅方可立即应用新值,无需重启 PlayMode。
+ ///
+ public event Action OnConfigChanged;
+
+ private void OnValidate()
+ {
+ OnConfigChanged?.Invoke();
+ }
}
}
diff --git a/Assets/_Game/Scripts/Player/States/JumpState.cs b/Assets/_Game/Scripts/Player/States/JumpState.cs
index c3dc931..92e34d0 100644
--- a/Assets/_Game/Scripts/Player/States/JumpState.cs
+++ b/Assets/_Game/Scripts/Player/States/JumpState.cs
@@ -16,6 +16,11 @@ namespace BaseGames.Player.States
{
private bool _isDoubleJump;
+ // 最小跳跃窗口:窗口内松键记录 _cutPending,窗口结束时统一执行 CutJump,
+ // 保证短按始终在相同 vy 时截断 → 最小跳跃高度完全一致,消除帧级手感抖动。
+ private float _minJumpTimer;
+ private bool _cutPending;
+
public JumpState(PlayerController owner) : base(owner) { }
///
@@ -40,6 +45,7 @@ namespace BaseGames.Player.States
Move.Jump();
_isDoubleJump = false; // 消耗标记
+ ResetMinJumpWindow();
Input.JumpCancelledEvent += OnJumpCancelled;
// 开启上升阶段贴墙 vy 保护:防止物理摩擦降低跳跃最高点
Move.SetPreserveVyOnWallContact(true);
@@ -96,6 +102,7 @@ namespace BaseGames.Player.States
{
Owner.UseAirJump();
Move.DoubleJump();
+ ResetMinJumpWindow(); // 二段跳重置最小跳跃窗口
// 播放空中跳跃动画,未配置时回退到 Jump
var airJumpClip = AnimCfg?.AirJump ?? AnimCfg?.Jump;
if (airJumpClip != null) Anim?.Play(airJumpClip);
@@ -134,6 +141,20 @@ namespace BaseGames.Player.States
public override void OnStateFixedUpdate()
{
+ // ── 最小跳跃窗口:窗口内松键不立即截断,窗口结束时统一处理 ─────────────
+ // 保证短按(无论在窗口内哪帧松键)都在相同 vy 时执行 CutJump → 一致的最小跳跃高度。
+ if (_minJumpTimer > 0f)
+ {
+ _minJumpTimer -= Time.fixedDeltaTime;
+ if (_minJumpTimer <= 0f)
+ {
+ // 窗口到期:已收到松键事件,或当前键未按住(InputBuffer 延迟导致进入时键已释放)
+ if (_cutPending || !Input.IsJumpHeld)
+ Move.CutJump();
+ _cutPending = false;
+ }
+ }
+
// ── 顶点悬停:第一判断 |vy|,动态切换重力缩放系数 ────────────────
// |垂直速度| 低于顶点阈值时,重力缩减至 ApexGravityMultiplier 倍,
// 产生角色在跳跃顶点起起“滒空”的手感,属于高重力平台游戏的标志性特征。
@@ -191,6 +212,18 @@ namespace BaseGames.Player.States
Input.JumpCancelledEvent -= OnJumpCancelled;
}
- private void OnJumpCancelled() => Move.CutJump();
+ private void OnJumpCancelled()
+ {
+ if (_minJumpTimer > 0f)
+ _cutPending = true; // 窗口内:推迟到窗口结束时执行,保证一致的截断时机
+ else
+ Move.CutJump(); // 窗口已过(长按):立即截断 → 变高跳
+ }
+
+ private void ResetMinJumpWindow()
+ {
+ _minJumpTimer = Cfg.MinJumpTime;
+ _cutPending = false;
+ }
}
}
diff --git a/Assets/_Game/Scripts/Player/States/PlayerController.cs b/Assets/_Game/Scripts/Player/States/PlayerController.cs
index 81e6186..6585c77 100644
--- a/Assets/_Game/Scripts/Player/States/PlayerController.cs
+++ b/Assets/_Game/Scripts/Player/States/PlayerController.cs
@@ -226,12 +226,12 @@ namespace BaseGames.Player.States
_overlayLayer = _animancer.Layers[1];
}
- // 注入 HurtBox 依赖
- if (_hurtBox != null)
+ // 注入 HurtBox 依赖(覆盖所有子节点 HurtBox,支持多形状受击区)
+ foreach (var hb in GetComponentsInChildren(true))
{
- if (_shield != null) _hurtBox.SetShieldable(_shield);
- if (_parrySystem != null) _hurtBox.SetParrySystem(_parrySystem);
- _hurtBox.SetPoiseSource(this);
+ if (_shield != null) hb.SetShieldable(_shield);
+ if (_parrySystem != null) hb.SetParrySystem(_parrySystem);
+ hb.SetPoiseSource(this);
}
// 将唯一配置点(_inputReader)注入到 ParrySystem。