feat(enemy): 新增 EnemyLocomotion 执行器(Idle/Patrol-Wander/Face/Approach)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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using UnityEngine;
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using BaseGames.AI;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// 敌人移动执行器:唯一的移动/朝向入口。AI 状态与能力经 IEnemyLocomotion
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/// 声明意图,本组件每帧把当前模式翻译为对 EnemyBase/IPathAgent 的调用。
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/// 取代散落的 MoveTo/StopMovement/FacePlayer/FaceTarget 直调与三个协程能力。
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class EnemyLocomotion : MonoBehaviour, IEnemyLocomotion
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{
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[Header("巡逻策略(P6 实现 Pace/Waypoints;当前仅 Wander)")]
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[SerializeField] private PatrolStrategy _patrolStrategy = PatrolStrategy.Wander;
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private EnemyBase _enemy;
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private LocomotionMode _mode = LocomotionMode.Idle;
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private Transform _approachTarget;
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private Vector2 _facePoint;
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public LocomotionMode CurrentMode => _mode;
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public bool IsMoving => _enemy != null && _enemy.Nav != null && _enemy.Nav.IsMoving;
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private void Awake()
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{
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_enemy = GetComponentInParent<EnemyBase>();
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if (_enemy == null)
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Debug.LogError("[EnemyLocomotion] 找不到 EnemyBase。", this);
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}
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// ── IEnemyLocomotion(声明意图,不立即 actuate 之外的副作用)──
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public void SetMode(LocomotionMode mode)
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{
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if (_mode == mode) return;
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_mode = mode;
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if (mode == LocomotionMode.Idle) _enemy?.StopMovement();
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if (mode == LocomotionMode.Patrol && _enemy?.Stats != null)
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_enemy.Nav?.SetSpeed(_enemy.Stats.WalkSpeed);
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}
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public void Approach(Transform target)
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{
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_mode = LocomotionMode.Approach;
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_approachTarget = target;
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if (_enemy?.Stats != null) _enemy.Nav?.SetSpeed(_enemy.Stats.RunSpeed);
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}
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public void MoveTo(Vector2 point)
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{
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_mode = LocomotionMode.Approach;
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_approachTarget = null;
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_enemy?.MoveTo(point);
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}
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public void Face(Vector2 lookAt)
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{
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_mode = LocomotionMode.Face;
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_facePoint = lookAt;
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}
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public void Stop()
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{
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_mode = LocomotionMode.Idle;
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_enemy?.StopMovement();
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}
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// ── 每帧把模式翻译成执行 ──
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private void Update()
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{
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if (_enemy == null) return;
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switch (_mode)
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{
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case LocomotionMode.Idle:
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break; // SetMode(Idle) 已停;保持
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case LocomotionMode.Patrol:
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TickPatrol();
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break;
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case LocomotionMode.Face:
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_enemy.StopMovement();
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_enemy.FaceTarget(_facePoint);
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break;
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case LocomotionMode.Approach:
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if (_approachTarget != null) _enemy.MoveTo(_approachTarget.position);
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break;
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}
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}
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private void TickPatrol()
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{
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var nav = _enemy.Nav;
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if (nav == null) return;
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switch (_patrolStrategy)
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{
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case PatrolStrategy.Wander:
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if (!nav.IsMoving) nav.WalkToRandom();
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break;
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// Pace / Waypoints:P6 实现
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default:
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if (!nav.IsMoving) nav.WalkToRandom();
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break;
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}
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}
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}
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}
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