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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#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