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:
@@ -11,12 +11,12 @@ namespace BaseGames.Tests.EditMode.AI
|
||||
b.Entry("Patrol");
|
||||
b.Global().To("Dead").OnEvent(AiSignal.Died);
|
||||
b.State("Patrol")
|
||||
.Tick(c => c.Mover.WalkRandom())
|
||||
.Tick(c => c.Locomotion.SetMode(LocomotionMode.Patrol))
|
||||
.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
|
||||
b.State("Chase")
|
||||
.OnEnter(c => c.Mover.FacePlayer())
|
||||
.OnExit(c => c.Mover.Stop())
|
||||
.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))
|
||||
.OnEnter(c => c.Locomotion.Face(c.Sensor.LastKnown))
|
||||
.OnExit(c => c.Locomotion.Stop())
|
||||
.Tick(c => c.Locomotion.MoveTo(c.Sensor.LastKnown))
|
||||
.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
|
||||
b.State("Search")
|
||||
.To("Patrol").After(3f);
|
||||
@@ -37,7 +37,7 @@ namespace BaseGames.Tests.EditMode.AI
|
||||
var ctx = new FakeAiContext();
|
||||
var rt = new AiRuntime(Graph(), ctx);
|
||||
rt.Tick(0.1f);
|
||||
CollectionAssert.Contains(ctx.M.Calls, "WalkRandom");
|
||||
CollectionAssert.Contains(ctx.L.Calls, "SetMode:Patrol");
|
||||
}
|
||||
|
||||
[Test]
|
||||
@@ -48,7 +48,7 @@ namespace BaseGames.Tests.EditMode.AI
|
||||
ctx.S.Sees = true;
|
||||
rt.Tick(0.1f);
|
||||
Assert.AreEqual("Chase", rt.CurrentStateName);
|
||||
CollectionAssert.Contains(ctx.M.Calls, "FacePlayer"); // Chase.OnEnter
|
||||
CollectionAssert.Contains(ctx.L.Calls, "Face"); // Chase.OnEnter
|
||||
}
|
||||
|
||||
[Test]
|
||||
@@ -61,7 +61,7 @@ namespace BaseGames.Tests.EditMode.AI
|
||||
rt.Tick(0.1f);
|
||||
Assert.AreEqual("Patrol", rt.CurrentStateName); // 未转换
|
||||
Assert.IsTrue(rt.IsSuspended);
|
||||
CollectionAssert.DoesNotContain(ctx.M.Calls, "WalkRandom"); // Tick 也不跑
|
||||
CollectionAssert.DoesNotContain(ctx.L.Calls, "SetMode:Patrol"); // Tick 也不跑
|
||||
}
|
||||
|
||||
[Test]
|
||||
@@ -98,7 +98,7 @@ namespace BaseGames.Tests.EditMode.AI
|
||||
var rt = new AiRuntime(Graph(), ctx);
|
||||
ctx.S.Sees = true; rt.Tick(0.1f); // Patrol -> Chase
|
||||
ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f);// Chase -> Search (触发 Chase.OnExit)
|
||||
CollectionAssert.Contains(ctx.M.Calls, "Stop");
|
||||
CollectionAssert.Contains(ctx.L.Calls, "Stop");
|
||||
}
|
||||
|
||||
[Test]
|
||||
@@ -106,10 +106,10 @@ namespace BaseGames.Tests.EditMode.AI
|
||||
{
|
||||
var b = new BrainBuilder();
|
||||
b.Entry("Start");
|
||||
b.State("Start").OnEnter(c => c.Mover.LookAround());
|
||||
b.State("Start").OnEnter(c => c.Locomotion.SetMode(LocomotionMode.Idle));
|
||||
var ctx = new FakeAiContext();
|
||||
var rt = new AiRuntime(b.Build(), ctx);
|
||||
CollectionAssert.Contains(ctx.M.Calls, "LookAround");
|
||||
CollectionAssert.Contains(ctx.L.Calls, "SetMode:Idle");
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
||||
@@ -16,18 +16,6 @@ namespace BaseGames.Tests.EditMode.AI
|
||||
public Vector2 LastKnown => Last;
|
||||
}
|
||||
|
||||
public sealed class FakeMover : IMover
|
||||
{
|
||||
public List<string> Calls = new List<string>();
|
||||
public void MoveTo(Vector2 t) => Calls.Add("MoveTo");
|
||||
public void FacePlayer() => Calls.Add("FacePlayer");
|
||||
public void Stop() => Calls.Add("Stop");
|
||||
public void WalkRandom() => Calls.Add("WalkRandom");
|
||||
public void LookAround() => Calls.Add("LookAround");
|
||||
public void UseChaseSpeed() => Calls.Add("UseChaseSpeed");
|
||||
public void UsePatrolSpeed() => Calls.Add("UsePatrolSpeed");
|
||||
}
|
||||
|
||||
public sealed class FakeCombat : ICombatant
|
||||
{
|
||||
public string Running; public List<string> Used = new List<string>();
|
||||
@@ -50,12 +38,12 @@ namespace BaseGames.Tests.EditMode.AI
|
||||
public sealed class FakeAiContext : IAiContext
|
||||
{
|
||||
public FakeSensor S = new FakeSensor();
|
||||
public FakeMover M = new FakeMover();
|
||||
public FakeLocomotion L = new FakeLocomotion();
|
||||
public FakeCombat C = new FakeCombat();
|
||||
public FakeVitals V = new FakeVitals();
|
||||
public Blackboard BB = new Blackboard();
|
||||
public ISensor Sensor => S;
|
||||
public IMover Mover => M;
|
||||
public IEnemyLocomotion Locomotion => L;
|
||||
public ICombatant Combat => C;
|
||||
public IActorVitals Vitals => V;
|
||||
public Blackboard Blackboard => BB;
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using BaseGames.AI;
|
||||
|
||||
namespace BaseGames.Tests.EditMode.AI
|
||||
{
|
||||
public sealed class FakeLocomotion : IEnemyLocomotion
|
||||
{
|
||||
public List<string> Calls = new List<string>();
|
||||
public LocomotionMode CurrentMode { get; private set; }
|
||||
public bool IsMoving { get; set; }
|
||||
public void SetMode(LocomotionMode mode) { CurrentMode = mode; Calls.Add("SetMode:" + mode); }
|
||||
public void Approach(Transform t) { CurrentMode = LocomotionMode.Approach; Calls.Add("Approach"); }
|
||||
public void MoveTo(Vector2 p) { Calls.Add("MoveTo"); }
|
||||
public void Face(Vector2 p) { CurrentMode = LocomotionMode.Face; Calls.Add("Face"); }
|
||||
public void Stop() { CurrentMode = LocomotionMode.Idle; Calls.Add("Stop"); }
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bfa62d8e02c8fa644b4c18929b82cbcb
|
||||
guid: 9f61c34c953e8534fa53898c69cd4de0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -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; }
|
||||
|
||||
@@ -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)
|
||||
}
|
||||
}
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user