feat: Add HurtBoxOwnerGuard to prevent multiple damage registrations from the same HitBox activation

- Implemented HurtBoxOwnerGuard to ensure that multiple HurtBoxes on the same character do not register damage multiple times during a single HitBox activation.
- Added custom editor for HitBox to facilitate the creation of shape colliders with HitBoxColliderProxy.
- Introduced PhysicsPerceptionSystem for enemy perception, supporting multiple detection modes including RangeCircle, BatchLOS, FanCast, and BoxCast.
- Created EnemyPatrolZone to define patrol and chase areas for enemies, allowing for shared zones among multiple enemies.
- Added BD_IsOutsideZone conditional task for Behavior Designer to check if an enemy or player is outside a defined patrol zone.
This commit is contained in:
2026-06-02 16:10:44 +08:00
parent bcd8b0e90b
commit 06048c966a
47 changed files with 1912 additions and 1195 deletions

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@@ -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

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@@ -11,7 +11,7 @@ namespace BaseGames.Enemies.AI
/// </summary>
[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;

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@@ -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
{
/// <summary>
/// BD Conditional判断目标坐标是否超出指定区域边界。
///
/// <list type="bullet">
/// <item>未配置 PatrolZone 时返回 Failure表示"无限制",等同于不超界)。</item>
/// <item>超界 → Success区域内 → Failure。</item>
/// </list>
///
/// 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。
/// </summary>
[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<EnemyBase>();
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

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@@ -0,0 +1,11 @@
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MonoImporter:
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serializedVersion: 2
defaultReferences: []
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@@ -7,23 +7,23 @@ using BaseGames.Enemies.Perception;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// 条件:EnemySensorHub 中名为 slotName 的 Sensor 是否检测到目标。
/// 条件:<see cref="IPerceptionSystem"/> 中名为 slotName 的槽位是否检测到目标。
/// 若 m_Target 为空则使用 EnemyBase.PlayerTransform。
/// </summary>
[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<EnemySensorHub>();
_hub = gameObject.GetComponent<IPerceptionSystem>();
_enemy = gameObject.GetComponent<EnemyBase>();
}

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@@ -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
{
/// <summary>
/// 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 <see cref="EnemyMovement.IsWallAhead"/> / <see cref="EnemyMovement.IsLedgeAhead"/>
/// 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 <see cref="BD_PatrolWaypoints"/>(支持 Transform 引用和内联坐标)。
/// </summary>
[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<EnemyBase>();
_hub = GetComponent<EnemySensorHub>();
_hasWallSensor = _hub != null && _hub.Get(SensorSlotNames.WallAhead) != null;
_hasEdgeSensor = _hub != null && _hub.Get(SensorSlotNames.Ledge) != null;
_enemy = GetComponent<EnemyBase>();
_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;
}
}
}

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@@ -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<EnemyBase>();
@@ -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();

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@@ -13,8 +13,7 @@
"BaseGames.Enemies",
"BaseGames.Enemies.Boss.Patterns",
"Opsive.BehaviorDesigner.Runtime",
"Kybernetik.Animancer",
"Micosmo.SensorToolkit"
"Kybernetik.Animancer"
],
"autoReferenced": true,
"overrideReferences": false,