refactor(ai): IAiContext.Mover→Locomotion,删除 IMover

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-10 12:14:53 +08:00
co-authored by Claude Opus 4.8
parent f143efe4a3
commit 1ab0521061
7 changed files with 34 additions and 57 deletions
+1 -1
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@@ -7,7 +7,7 @@ namespace BaseGames.AI
public interface IAiContext
{
ISensor Sensor { get; }
IMover Mover { get; }
IEnemyLocomotion Locomotion { get; }
ICombatant Combat { get; }
IActorVitals Vitals { get; }
Blackboard Blackboard { get; }
-16
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@@ -1,16 +0,0 @@
using UnityEngine;
namespace BaseGames.AI
{
/// <summary>移动能力接口(第 3 阶段由 MoverAdapter 适配移动系统)。</summary>
public interface IMover
{
void MoveTo(Vector2 target);
void FacePlayer();
void Stop();
void WalkRandom();
void LookAround();
void UseChaseSpeed(); // 切到追击速度(适配器内部读配置的 RunSpeed)
void UsePatrolSpeed(); // 切到巡逻速度(适配器内部读配置的 WalkSpeed)
}
}
-11
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@@ -1,11 +0,0 @@
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@@ -7,7 +7,7 @@ namespace BaseGames.Enemies
/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
/// </summary>
public sealed class EnemyBrainContext : IAiContext, ISensor, IMover, ICombatant, IActorVitals, IEnemyActor
public sealed class EnemyBrainContext : IAiContext, ISensor, ICombatant, IActorVitals, IEnemyActor
{
readonly EnemyBase _enemy;
readonly Blackboard _blackboard = new Blackboard();
@@ -18,7 +18,7 @@ namespace BaseGames.Enemies
// ---- IAiContext ----
public ISensor Sensor => this;
public IMover Mover => this;
public IEnemyLocomotion Locomotion => _enemy.Locomotion;
public ICombatant Combat => this;
public IActorVitals Vitals => this;
public Blackboard Blackboard => _blackboard;
@@ -53,19 +53,6 @@ namespace BaseGames.Enemies
public bool LostFor(float seconds) => !InVisionZone() && _lostTimer >= seconds;
public Vector2 LastKnown => _lastKnown;
// ---- IMover ----
public void MoveTo(Vector2 target) => _enemy.MoveTo(target);
public void FacePlayer() => _enemy.FacePlayer();
public void Stop() => _enemy.StopMovement();
public void WalkRandom()
{
var nav = _enemy.Nav;
if (nav != null && !nav.IsMoving) nav.WalkToRandom();
}
public void LookAround() => _enemy.BeginLookAround();
public void UseChaseSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
public void UsePatrolSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.WalkSpeed : 0f);
// ---- ICombatant ----
public bool UseAbility(string abilityId)
{