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
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@@ -488,14 +488,8 @@ namespace BaseGames.Editor
BodyContactDamage bodyContact = GetOrAddComponent<BodyContactDamage>(contactT.gameObject); BodyContactDamage bodyContact = GetOrAddComponent<BodyContactDamage>(contactT.gameObject);
bodyContact.enabled = false; // 伪装/待机期不伤人;由 e001_chase 能力在追击期开启 bodyContact.enabled = false; // 伪装/待机期不伤人;由 e001_chase 能力在追击期开启
// Model A每个 AI 状态 = 一个行为能力(AI 只决策触发哪个 id,行为在能力里实现 // Model AAI 只决策触发哪个能力(Idle/Patrol/Alert 已改为纯移动意图,由 EnemyLocomotion 执行,无需挂能力组件
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities"); Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
Transform idleT = GetOrCreateChild(abilitiesT, "IdleAbility_Idle");
IdleAbility idleAbility = GetOrAddComponent<IdleAbility>(idleT.gameObject);
Transform patrolT = GetOrCreateChild(abilitiesT, "PatrolAbility_Patrol");
PatrolAbility patrolAbility = GetOrAddComponent<PatrolAbility>(patrolT.gameObject);
Transform alertT = GetOrCreateChild(abilitiesT, "AlertAbility_Alert");
AlertAbility alertAbility = GetOrAddComponent<AlertAbility>(alertT.gameObject);
Transform chaseT = GetOrCreateChild(abilitiesT, "ContactChaseAbility_Chase"); Transform chaseT = GetOrCreateChild(abilitiesT, "ContactChaseAbility_Chase");
ContactChaseAbility chaseAbility = GetOrAddComponent<ContactChaseAbility>(chaseT.gameObject); ContactChaseAbility chaseAbility = GetOrAddComponent<ContactChaseAbility>(chaseT.gameObject);
@@ -523,9 +517,6 @@ namespace BaseGames.Editor
new[] { "Platform", "OneWayPlatform", "MovingOneWayPlatform", "MidHeightOneWayPlatform" }, new[] { "Platform", "OneWayPlatform", "MovingOneWayPlatform", "MidHeightOneWayPlatform" },
report); report);
AssignAsset(idleAbility, "_config", report, false, "ABL_E001_Idle");
AssignAsset(patrolAbility, "_config", report, false, "ABL_E001_Patrol");
AssignAsset(alertAbility, "_config", report, false, "ABL_E001_Alert");
AssignAsset(chaseAbility, "_config", report, false, "ABL_E001_Chase"); AssignAsset(chaseAbility, "_config", report, false, "ABL_E001_Chase");
AssignReference(chaseAbility, "_contactDamage", bodyContact, report); AssignReference(chaseAbility, "_contactDamage", bodyContact, report);
@@ -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;
}
}
}
}
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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)。 // 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。 // 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) while (_enemy.PlayerTransform != null)
{
_enemy.MoveTo(_enemy.PlayerTransform.position);
yield return null; yield return null;
}
CleanupChase(); CleanupChase();
@@ -57,7 +55,7 @@ namespace BaseGames.Enemies.Abilities
{ {
if (_contactDamage != null) if (_contactDamage != null)
_contactDamage.enabled = false; _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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