refactor(ai): Chase 走 Locomotion.Approach;删除 Idle/Patrol/Alert 协程能力与 SO

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-10 12:24:45 +08:00
co-authored by Claude Opus 4.8
parent 63b3701fc7
commit 1bc6f5bf1c
14 changed files with 3 additions and 236 deletions
@@ -1,32 +0,0 @@
using System.Collections;
using Animancer;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 警觉行为能力:停下 + 朝向玩家 + Alert 阶段(播警觉动画/feedback)。持续朝向玩家直到被打断。
/// "警觉态朝向角色"等行为归本能力,AI 只在进入警觉状态时触发。
/// </summary>
public class AlertAbility : EnemyAbilityBase
{
[Header("警觉动画(可选,留空则用 AnimConfig.Alert 阶段动画)")]
[SerializeField] private ClipTransition _alertClip;
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
_enemy.SetAiPhase(AiPhase.Alert); // 阶段动画 + 广播(供群体警戒等)
if (_alertClip.Clip != null)
_animancer.Play(_alertClip);
while (true)
{
_enemy.StopMovement(); // 保持静止
if (_enemy.PlayerTransform != null)
_enemy.FaceTarget(_enemy.PlayerTransform.position); // 朝向玩家
yield return null;
}
}
}
}
@@ -1,11 +0,0 @@
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@@ -36,11 +36,9 @@ namespace BaseGames.Enemies.Abilities
// 追击直到玩家消失或被 AI 中断(退出追击的决策归 AI,见 EnemyBrainContext.InterruptAbilities)。
// 小怪走 nav 寻路(EnemyBase.MoveTo → 导航),寻路正确性依赖脚手架把碰撞体底部对齐 y=0。
_enemy.Locomotion?.Approach(_enemy.PlayerTransform);
while (_enemy.PlayerTransform != null)
{
_enemy.MoveTo(_enemy.PlayerTransform.position);
yield return null;
}
CleanupChase();
@@ -57,7 +55,7 @@ namespace BaseGames.Enemies.Abilities
{
if (_contactDamage != null)
_contactDamage.enabled = false;
_enemy.StopMovement();
_enemy.Locomotion?.Stop();
}
}
}
@@ -1,20 +0,0 @@
using System.Collections;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 待机行为能力:停下 + 声明 Idle 阶段(播 Idle/伪装动画)。保持到被 AI 切换状态时打断。
/// 由 AI 决策层在进入待机状态时触发(AI 只决策,行为在此实现)。
/// </summary>
public class IdleAbility : EnemyAbilityBase
{
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
_enemy.StopMovement();
_enemy.SetAiPhase(AiPhase.Idle);
while (true) // 保持待机(占用运行态)直到被打断
yield return null;
}
}
}
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@@ -1,32 +0,0 @@
using System.Collections;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 巡逻行为能力:巡逻速度 + Patrol 阶段(播 Walk 动画) + 经导航随机游走。保持到被打断。
/// 移动执行归本能力,AI 只在进入巡逻状态时触发。
/// </summary>
public class PatrolAbility : EnemyAbilityBase
{
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
_enemy.SetAiPhase(AiPhase.Patrol);
var nav = _enemy.Nav;
if (nav != null && _enemy.Stats != null)
nav.SetSpeed(_enemy.Stats.WalkSpeed);
while (true)
{
if (nav != null && !nav.IsMoving)
nav.WalkToRandom(); // 到达后再选一个随机可达点,持续游走
yield return null;
}
}
protected override void OnInterrupted(InterruptReason reason)
{
_enemy.Nav?.StopNavigation(); // 退出巡逻时清除残留游走目标
}
}
}
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