diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs
index eaa284b9..cf157766 100644
--- a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs
@@ -23,9 +23,9 @@ namespace BaseGames.Enemies
Entry = "Idle_Disguise",
Rest = "Move_Patrol",
- IdleAbilityId = "e001_idle",
- PatrolAbilityId = "e001_patrol",
- AlertAbilityId = "e001_alert",
+ IdleMode = LocomotionMode.Idle,
+ PatrolMode = LocomotionMode.Patrol,
+ AlertMode = LocomotionMode.Face,
ChaseAbilityId = "e001_chase",
// DeathAbilityId 留空:死亡演出走物理状态机(EnemyBase.PerformDeath)
});
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs
index 07bb42f5..5bcd4c06 100644
--- a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs
@@ -4,13 +4,13 @@ namespace BaseGames.Enemies
{
///
/// 可复用的"待机/警觉/追击/巡逻"感知状态机(统一规则,见 spec《敌人感知↔状态》)。
- /// 纯决策:AI 只决定"进哪个状态 / 转换条件 / 每状态触发哪个能力";
- /// 每个状态的行为(移动/朝向/动画/伤害/阶段声明)全部封装在对应能力里(AI 不做任何 actuation)。
+ /// 纯决策:AI 只决定"进哪个状态 / 转换条件 / 每状态的移动意图或攻击能力";
+ /// 移动/朝向/动画/伤害的实现全部在 EnemyLocomotion 或攻击能力里(AI 不 actuate)。
/// 规则:
/// 待机/巡逻: 在追逐区→追击(优先); 否则 有警觉且在视野→警觉; 否则保持。
- /// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉。
+ /// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉(朝向玩家)。
/// 追击: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。
- /// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发;某状态无能力 id→该状态不触发能力。
+ /// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发。
///
public static class PerceptionStateMachine
{
@@ -23,10 +23,11 @@ namespace BaseGames.Enemies
public string Death = "Death";
public string Entry = "Idle"; // 初始态
public string Rest = "Patrol"; // R:降级(退出追击/警觉丢失)回到的静止态
- // 每状态对应的行为能力 id(AI 进入状态即触发、离开即中断)
- public string IdleAbilityId;
- public string PatrolAbilityId;
- public string AlertAbilityId;
+ // 待机/巡逻/警觉的移动意图(由 EnemyLocomotion 执行)
+ public LocomotionMode IdleMode = LocomotionMode.Idle;
+ public LocomotionMode PatrolMode = LocomotionMode.Patrol;
+ public LocomotionMode AlertMode = LocomotionMode.Face; // 停 + 朝向玩家
+ // 追击/死亡走能力(追击=接触伤害等战斗语义)
public string ChaseAbilityId;
public string DeathAbilityId;
}
@@ -37,20 +38,19 @@ namespace BaseGames.Enemies
b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先)
// 待机 / 巡逻:未发现态,升级转换相同(追逐优先、其次警觉)
- AddAbilityState(b, c.Idle, c.IdleAbilityId)
+ AddLocomotionState(b, c.Idle, c.IdleMode)
.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
- AddAbilityState(b, c.Patrol, c.PatrolAbilityId)
+ AddLocomotionState(b, c.Patrol, c.PatrolMode)
.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
- // 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内保持
- AddAbilityState(b, c.Alert, c.AlertAbilityId)
+ // 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内保持(朝向玩家)
+ AddLocomotionState(b, c.Alert, c.AlertMode)
.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
// 追击:脱离全部感知(追逐区 且 视野区都不在)→R(永不回警觉)。
- // 维持用"追逐区 OR 视野区"任一:视野(los)可能被墙挡漏检,仅靠视野会在近身追逐区内反复进出追击(抖动)。
AddAbilityState(b, c.Chase, c.ChaseAbilityId)
.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
@@ -59,8 +59,24 @@ namespace BaseGames.Enemies
}
///
- /// 一个"由能力驱动行为"的状态:进入即确保能力运行;每帧确保能力运行(被中断/受击后自动重触发);离开即中断。
+ /// 一个"由 EnemyLocomotion 驱动"的状态:进入/每帧声明移动意图,离开时停。
+ /// Face 模式每帧朝向最后已知玩家位置(Sensor.LastKnown 由 EnemyBrainContext.Refresh 维护)。
///
+ static BrainBuilder.StateBuilder AddLocomotionState(BrainBuilder b, string state, LocomotionMode mode)
+ {
+ return b.State(state)
+ .OnEnter(x => ApplyLocomotion(x, mode))
+ .Tick(x => ApplyLocomotion(x, mode))
+ .OnExit(x => x.Locomotion.Stop());
+ }
+
+ static void ApplyLocomotion(IAiContext x, LocomotionMode mode)
+ {
+ if (mode == LocomotionMode.Face) x.Locomotion.Face(x.Sensor.LastKnown);
+ else x.Locomotion.SetMode(mode);
+ }
+
+ /// 一个"由攻击能力驱动"的状态:进入/每帧确保能力运行(受击打断后重触发),离开中断。
static BrainBuilder.StateBuilder AddAbilityState(BrainBuilder b, string state, string abilityId)
{
return b.State(state)