feat(enemy): 目标点吸附统一处理导航宽度,Waypoint 不再卡崖边

将"角色导航宽度"收口到导航执行层单一入口,意图层(Locomotion/AI)只递原始目标、不再感知身体尺寸:

- NavAgent 新增 TryGetStandablePointNear:把世界点映射到最近可行走段并按 endMargin 内缩两端(与 SetRandomDestinationOnCurrentSegment 同源)
- EnemyNavAgent 新增 ResolveStandablePoint,以 EnemyMovement.EdgeSafeMargin(半宽+落崖余量)为唯一宽度真源;加 _goalMapSearchRadius
- IPathAgent 暴露 ResolveStandablePoint;FlyingDirectNavigator 原样返回(飞行无崖沿约束),NullPathAgent 空实现
- EnemyLocomotion Waypoint 分支改用吸附后的可达点做移动与到达判定,修复路点摆在空中/崖外时永不到达而卡死;吸附失败显式报错暴露误配,不静默兜底

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-22 15:52:18 +08:00
co-authored by Claude Opus 4.8
parent 7f7d237915
commit 132cd24908
5 changed files with 79 additions and 2 deletions
@@ -620,6 +620,33 @@ namespace PathBerserker2d
return PathTo(goal);
}
// [项目新增] 目标点吸附:把任意世界点映射到最近的、agent 容身得下的可行走段上,再按 endMargin
// 从段两端内缩,得到"身体真正站得住"的世界点(避免落在角色宽度站不住的崖沿被移动层夹停)。
// 与 SetRandomDestinationOnCurrentSegment 同源:endMargin 传 agent 半宽 + 落崖检测余量。
// 段短于 2*endMargin → 退化到中点。searchRadius 内映射不到任何段(目标离导航面太远)时返回 false。
/// <summary>
/// Maps <paramref name="worldTarget"/> to the nearest walkable segment the agent fits on,
/// then insets by <paramref name="endMargin"/> from BOTH segment ends so the returned point is
/// one a bodied agent can actually stand on (not clamped at a ledge). A segment shorter than
/// 2*endMargin degenerates to its midpoint. Returns false (and echoes worldTarget) if nothing
/// maps within <paramref name="searchRadius"/>.
/// </summary>
public bool TryGetStandablePointNear(Vector2 worldTarget, float searchRadius, float endMargin, out Vector2 standable)
{
if (!PBWorld.TryMapPoint(worldTarget, searchRadius, this, out var ptr))
{
standable = worldTarget;
return false;
}
var cluster = ptr.cluster;
float len = cluster.Length;
float m = Mathf.Clamp(endMargin, 0f, len * 0.5f); // 段太短 → 退化到中点
float t = Mathf.Clamp(ptr.t, m, len - m);
standable = cluster.owner.LocalToWorld.MultiplyPoint3x4(cluster.GetPositionAlongSegment(t));
return true;
}
/// <summary>
/// If you implement link traversal yourself, call this to complete a link traversal.