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+ m_Bits: 4294967295
+ m_IsTrigger: 1
+ m_UsedByEffector: 0
+ m_UsedByComposite: 0
+ m_Offset: {x: 0, y: 0}
+ m_Size: {x: 0.65, y: 0.95}
+ m_Direction: 0
+--- !u!114 &9043512532875703193
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 6573576220892875987}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: d7b7a233d7f70aa4f86b473412b826de, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ _onDamageDealt: {fileID: 0}
+ _onHitConfirmed: {fileID: 11400000, guid: a67d56f5124e0db4f98f326c74be8091, type: 2}
diff --git a/Assets/_Game/Prefabs/Enemies/E006/ENM_Huan.prefab.meta b/Assets/_Game/Prefabs/Enemies/E006/ENM_Huan.prefab.meta
new file mode 100644
index 0000000..34e5fbe
--- /dev/null
+++ b/Assets/_Game/Prefabs/Enemies/E006/ENM_Huan.prefab.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 027bcccb70638f143b77f51f3da389dc
+PrefabImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scenes/Persistent.unity b/Assets/_Game/Scenes/Persistent.unity
index 89abb8a..23e9f21 100644
--- a/Assets/_Game/Scenes/Persistent.unity
+++ b/Assets/_Game/Scenes/Persistent.unity
@@ -1835,7 +1835,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
- m_text: Map
+ m_text: "\u5730\u56FE"
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
m_sharedMaterial: {fileID: 1445647621079294416, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
@@ -6254,7 +6254,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
- m_text: Abilities
+ m_text: "\u80FD\u529B"
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
m_sharedMaterial: {fileID: 1445647621079294416, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
@@ -8018,7 +8018,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
- m_text: Inventory
+ m_text: "\u7269\u54C1"
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
m_sharedMaterial: {fileID: 1445647621079294416, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
@@ -9892,7 +9892,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
- m_text: Bestiary
+ m_text: "\u56FE\u9274"
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
m_sharedMaterial: {fileID: 1445647621079294416, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
@@ -10042,7 +10042,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
- m_text: FormSkills
+ m_text: "\u5F62\u6001\u6280\u80FD"
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
m_sharedMaterial: {fileID: 1445647621079294416, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
@@ -10484,6 +10484,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
_settingsManager: {fileID: 1487104783}
_bootSequencer: {fileID: 1756665936}
+ _devSkipMainMenu: 1
_onPlayerDied: {fileID: 11400000, guid: 7e1624bde83886d40b32f43e84a65a75, type: 2}
_onPauseRequested: {fileID: 11400000, guid: a02c7f0e5fa99054bac624adc82c4a53, type: 2}
_onResumeRequested: {fileID: 11400000, guid: f4a33cc49cd41d8498eefb1afd736cce, type: 2}
@@ -10567,7 +10568,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
- m_text: Quests
+ m_text: "\u4EFB\u52A1"
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
m_sharedMaterial: {fileID: 1445647621079294416, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
@@ -12820,7 +12821,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
- m_text: Charm
+ m_text: "\u62A4\u7B26"
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
m_sharedMaterial: {fileID: 1445647621079294416, guid: c9ebf78286d2b6345b16575012502acc, type: 2}
diff --git a/Assets/_Game/Scenes/Testings/TestRoomA.unity b/Assets/_Game/Scenes/Testings/TestRoomA.unity
index 6537250..c6e10ca 100644
--- a/Assets/_Game/Scenes/Testings/TestRoomA.unity
+++ b/Assets/_Game/Scenes/Testings/TestRoomA.unity
@@ -26949,7 +26949,7 @@ Transform:
m_GameObject: {fileID: 1445121930}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
- m_LocalPosition: {x: -19.8, y: 8, z: 0}
+ m_LocalPosition: {x: -31.63, y: 3.3, z: 0}
m_LocalScale: {x: 1.5, y: 1.5, z: 1.5}
m_ConstrainProportionsScale: 0
m_Children: []
diff --git a/Assets/_Game/Scripts/Core/GameManager.cs b/Assets/_Game/Scripts/Core/GameManager.cs
index 1beb4f0..baedb8e 100644
--- a/Assets/_Game/Scripts/Core/GameManager.cs
+++ b/Assets/_Game/Scripts/Core/GameManager.cs
@@ -1,5 +1,6 @@
using System.Collections;
using UnityEngine;
+using UnityEngine.SceneManagement;
using BaseGames.Core.Assets;
using BaseGames.Core.Events;
using BaseGames.Core.States;
@@ -19,6 +20,14 @@ namespace BaseGames.Core
[SerializeField] private SettingsManager _settingsManager;
[SerializeField] private BootSequencer _bootSequencer;
+#if UNITY_EDITOR
+ [Header("调试(仅编辑器,打包自动忽略)")]
+ [Tooltip("勾选后:从某个游玩场景直接按 Play 时,跳过 Splash 与 MainMenu,\n" +
+ "直接以当前已打开的场景进入 Gameplay(HUD / 暂停 / 相机等照常工作)。\n" +
+ "若按 Play 时未打开任何游玩场景(仅 Persistent / MainMenu),则自动回退正常启动流程。")]
+ [SerializeField] private bool _devSkipMainMenu;
+#endif
+
[Header("Event Channels - Listen")]
[SerializeField] private VoidEventChannelSO _onPlayerDied;
[SerializeField] private VoidEventChannelSO _onPauseRequested;
@@ -72,6 +81,19 @@ namespace BaseGames.Core
///
private IEnumerator BootCoroutine()
{
+#if UNITY_EDITOR
+ // 开发直连:跳过 Splash/MainMenu,直接以当前打开的游玩场景进入 Gameplay。
+ if (_devSkipMainMenu)
+ {
+ string devScene = FindOpenGameplaySceneName();
+ if (devScene != null)
+ {
+ yield return DevDirectPlayCoroutine(devScene);
+ yield break;
+ }
+ Debug.Log("[GameManager] 开发直连:未检测到已打开的游玩场景,回退正常启动(Splash → MainMenu)。");
+ }
+#endif
if (_bootSequencer != null)
yield return StartCoroutine(_bootSequencer.RunBootSequenceCoroutine());
@@ -83,6 +105,59 @@ namespace BaseGames.Core
" 请检查 Persistent 场景的 GameServiceRegistrar 配置。");
}
+#if UNITY_EDITOR
+ ///
+ /// 开发直连协程(仅编辑器):建立内存存档并把状态机推进到 Gameplay,以当前已打开的场景直接开玩。
+ ///
+ /// 不重新加载场景(当前场景已在 Hierarchy 中,重载会与流式管线产生重复实例),
+ /// 仅切换全局状态:RoomController.Start() 冷启动接管相机,玩家按 Tag 绑定,HUD 跟随 Gameplay 状态显示。
+ ///
+ ///
+ /// 关键:先 yield return null 等一帧。GameManager 执行序为 -1000,其 Start 早于
+ /// InputReaderBootstrap.Start —— 后者会兜底调用 EnableUIInput()。若本帧内就切到 Gameplay,
+ /// 输入会被随后执行的 EnableUIInput() 覆盖回 UI 模式,导致玩家输入全部失效。
+ /// 等一帧让所有 Start() 执行完毕后再切状态,EnableGameplayInput 才是最终态。
+ ///
+ ///
+ private IEnumerator DevDirectPlayCoroutine(string sceneName)
+ {
+ // 等一帧:让 Persistent 内所有组件的 Start() 跑完(尤其 InputReaderBootstrap 的 EnableUIInput 兜底)。
+ yield return null;
+
+ // 复刻新游戏初始状态:确保槽 0 存在内存存档,供存档点 / 世界状态等系统使用。
+ var save = ServiceLocator.GetOrDefault();
+ if (save != null && !save.HasSave(0))
+ save.CreateSlot(0, false);
+
+ // 驱动状态机走完整合法链路:Initializing → MainMenu → LoadingScene → Gameplay。
+ // 期间不加载任何场景,仅切换全局状态;末态 Gameplay 使 HUD 显示、暂停可用、输入切到 Gameplay。
+ RequestTransition(GameStates.MainMenu);
+ RequestTransition(GameStates.LoadingScene);
+ RequestTransition(GameStates.Gameplay);
+
+ Debug.Log($"[GameManager] 开发直连:已跳过 MainMenu,直接以 '{sceneName}' 进入 Gameplay。");
+ }
+
+ ///
+ /// 返回当前已加载的、非系统场景(即游玩场景)的名称;没有则返回 null。
+ /// 仅按场景名约定判断,避免 Core 反向依赖 World 程序集的 RoomController 类型。
+ ///
+ private static string FindOpenGameplaySceneName()
+ {
+ for (int i = 0; i < SceneManager.sceneCount; i++)
+ {
+ var scene = SceneManager.GetSceneAt(i);
+ if (!scene.isLoaded) continue;
+ string n = scene.name;
+ if (string.IsNullOrEmpty(n)) continue;
+ if (n == AddressKeys.ScenePersistentName || n == AddressKeys.ScenePersistent) continue;
+ if (n == AddressKeys.SceneMainMenu) continue;
+ return n;
+ }
+ return null;
+ }
+#endif
+
private void OnEnable()
{
_onPlayerDied? .Subscribe(HandlePlayerDied).AddTo(_subs);
diff --git a/Assets/_Game/Scripts/Core/IGroundedActor.cs b/Assets/_Game/Scripts/Core/IGroundedActor.cs
new file mode 100644
index 0000000..c514b1d
--- /dev/null
+++ b/Assets/_Game/Scripts/Core/IGroundedActor.cs
@@ -0,0 +1,12 @@
+namespace BaseGames.Core
+{
+ ///
+ /// 暴露「是否站在地面」的角色接口。定义于最底层 Core 程序集,
+ /// 供跨模块(如 Boss 击落计数)在不直接依赖 Player/Enemies 程序集的前提下查询地面状态。
+ ///
+ public interface IGroundedActor
+ {
+ /// 当前是否站在地面(false = 处于空中)。
+ bool IsGrounded { get; }
+ }
+}
diff --git a/Assets/_Game/Scripts/Core/IGroundedActor.cs.meta b/Assets/_Game/Scripts/Core/IGroundedActor.cs.meta
new file mode 100644
index 0000000..811604a
--- /dev/null
+++ b/Assets/_Game/Scripts/Core/IGroundedActor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 24e27360e2a7ca6458cb3e994ab2d29f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs b/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs
index b587da8..b193c76 100644
--- a/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs
+++ b/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs
@@ -323,11 +323,12 @@ namespace BaseGames.Editor
var factory = MakeActionGroup();
factory.Add(MakeFactoryButton("ENM_ChaoFeng_Stats.asset", () => { CreateChaoFengStatsSO(); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ENM_ChaoFeng_AnimConfig.asset",() => { CreateChaoFengAnimConfigSO(); RefreshSOStatus(); }));
- factory.Add(MakeFactoryButton("ABL_ChaoFeng_Idle.asset", () => { CreateChaoFengSkillSO("Idle", "chaofeng_idle"); RefreshSOStatus(); }));
- factory.Add(MakeFactoryButton("ABL_ChaoFeng_Slam.asset", () => { CreateChaoFengSkillSO("Slam", "chaofeng_slam"); RefreshSOStatus(); }));
- factory.Add(MakeFactoryButton("ABL_ChaoFeng_Sweep.asset", () => { CreateChaoFengSkillSO("Sweep", "chaofeng_sweep"); RefreshSOStatus(); }));
- factory.Add(MakeFactoryButton("ABL_ChaoFeng_WindBlade.asset", () => { CreateChaoFengSkillSO("WindBlade", "chaofeng_windblade"); RefreshSOStatus(); }));
- factory.Add(MakeFactoryButton("ABL_ChaoFeng_Summon.asset", () => { CreateChaoFengSkillSO("Summon", "chaofeng_summon"); RefreshSOStatus(); }));
+ foreach (var (skName, skId, skPhases, skWeight) in ChaoFengSkillDefs)
+ {
+ string cName = skName; string cId = skId; int[] cPhases = skPhases; float cWeight = skWeight;
+ factory.Add(MakeFactoryButton($"ABL_ChaoFeng_{cName}.asset",
+ () => { CreateChaoFengSkillSO(cName, cId, cPhases, cWeight); RefreshSOStatus(); }));
+ }
root.Add(factory);
var createAllBtn = new Button(() => { CreateAllChaoFengSOs(); RefreshSOStatus(); })
@@ -570,10 +571,10 @@ namespace BaseGames.Editor
private static (string ablName, string ablId)[] GetEnemyAbilityDefs(string enemyId) => enemyId switch
{
"E001" => new[] { ("Alert", "e001_alert"), ("Chase", "e001_chase") },
- "E002" => new[] { ("Strike", "e002_strike") },
+ "E002" => new[] { ("CeilingStrike", "e002_ceiling_strike") },
"E003" => new[] { ("Fall", "e003_fall") },
- "E004" => new[] { ("Bite", "e004_bite"), ("Slam", "e004_slam"), ("Acid", "e004_acid"),
- ("Charge", "e004_charge"), ("Chase", "e004_chase") },
+ "E004" => new[] { ("Appear", "e004_appear"), ("Bite", "e004_bite"), ("HeadSlam", "e004_headslam"),
+ ("Acid", "e004_acid"), ("Flip", "e004_flip") },
"E005" => new[] { ("Bite", "e005_bite"), ("Acid", "e005_acid") },
"E006" => new[] { ("Leap", "e006_leap"), ("Chase", "e006_chase") },
_ => System.Array.Empty<(string, string)>(),
@@ -669,26 +670,38 @@ namespace BaseGames.Editor
EditorScaffoldUtils.CreateSOAsset(dir, "ENM_ChaoFeng_AnimConfig");
}
- private static void CreateChaoFengSkillSO(string skillName, string skillId)
+ private static void CreateChaoFengSkillSO(string skillName, string skillId, int[] phaseIndices, float weight)
{
string dir = "Assets/_Game/Data/Enemies/ChaoFeng/Abilities";
string name = $"ABL_ChaoFeng_{skillName}";
var so = EditorScaffoldUtils.CreateSOAsset(dir, name);
if (so != null)
{
+ so.skillId = skillId;
+ so.displayName = skillName;
+ so.availablePhaseIndices = phaseIndices;
+ so.weight = weight;
EditorUtility.SetDirty(so);
AssetDatabase.SaveAssets();
}
}
+ /// 嘲风技能集(计划):Phase0 四技能加权随机 + Phase1 风石。
+ private static readonly (string name, string id, int[] phases, float weight)[] ChaoFengSkillDefs =
+ {
+ ("Boomerang", "boomerang", new[] { 0 }, 1.0f),
+ ("FanCombo", "fan_combo", new[] { 0 }, 1.5f),
+ ("TornadoSmall", "tornado_small", new[] { 0 }, 1.2f),
+ ("TornadoLarge", "tornado_large", new[] { 0 }, 0.8f),
+ ("WindStone", "wind_stone", new[] { 1 }, 1.0f),
+ };
+
private static void CreateAllChaoFengSOs()
{
CreateChaoFengStatsSO();
CreateChaoFengAnimConfigSO();
- foreach (var (n, id) in new[] { ("Idle","chaofeng_idle"), ("Slam","chaofeng_slam"),
- ("Sweep","chaofeng_sweep"), ("WindBlade","chaofeng_windblade"),
- ("Summon","chaofeng_summon") })
- CreateChaoFengSkillSO(n, id);
+ foreach (var (n, id, phases, weight) in ChaoFengSkillDefs)
+ CreateChaoFengSkillSO(n, id, phases, weight);
AssetDatabase.SaveAssets();
EditorUtility.DisplayDialog("创建完成",
"全部嘲风 SO 已创建(已存在的跳过)。\n放置到场景后检查 BossSkillExecutor._skills 绑定。", "确定");
@@ -757,18 +770,15 @@ namespace BaseGames.Editor
const string dir = "Assets/_Game/Data/Enemies/ChaoFeng";
const string ablDir = "Assets/_Game/Data/Enemies/ChaoFeng/Abilities";
- var checks = new (string label, UnityEngine.Object asset)[]
+ var checks = new List<(string label, UnityEngine.Object asset)>
{
("ENM_ChaoFeng_Stats", FindAtPath($"{dir}/ENM_ChaoFeng_Stats.asset")),
("ENM_ChaoFeng_AnimConfig",FindAtPath($"{dir}/ENM_ChaoFeng_AnimConfig.asset")),
- ("ABL_ChaoFeng_Idle", FindAtPath($"{ablDir}/ABL_ChaoFeng_Idle.asset")),
- ("ABL_ChaoFeng_Slam", FindAtPath($"{ablDir}/ABL_ChaoFeng_Slam.asset")),
- ("ABL_ChaoFeng_Sweep", FindAtPath($"{ablDir}/ABL_ChaoFeng_Sweep.asset")),
- ("ABL_ChaoFeng_WindBlade", FindAtPath($"{ablDir}/ABL_ChaoFeng_WindBlade.asset")),
- ("ABL_ChaoFeng_Summon", FindAtPath($"{ablDir}/ABL_ChaoFeng_Summon.asset")),
};
+ foreach (var (skName, _, _, _) in ChaoFengSkillDefs)
+ checks.Add(($"ABL_ChaoFeng_{skName}", FindAtPath($"{ablDir}/ABL_ChaoFeng_{skName}.asset")));
- _bossStatusPanel.Add(MakeStatusGrid(checks));
+ _bossStatusPanel.Add(MakeStatusGrid(checks.ToArray()));
}
// ── 辅助:状态格 ─────────────────────────────────────────────────────
diff --git a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
index dc43341..a11e75d 100644
--- a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
+++ b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
@@ -5,6 +5,8 @@ using BaseGames.Boss;
using BaseGames.Camera;
using BaseGames.Combat;
using BaseGames.Combat.StatusEffects;
+using BaseGames.Core.Assets;
+using BaseGames.Core.Pool;
using BaseGames.Dialogue;
using BaseGames.Enemies;
using BaseGames.Enemies.Abilities;
@@ -546,37 +548,26 @@ namespace BaseGames.Editor
GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
- // HurtBox(初始禁用,悬挂阶段无法被攻击)
+ // HurtBox(component.enabled 初始为 false:仅悬挂脆弱窗口期间由能力开启)
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
CapsuleCollider2D hurtCap = GetOrAddComponent(hurtBoxT.gameObject);
hurtCap.isTrigger = true;
hurtCap.size = new Vector2(0.45f, 0.65f);
HurtBox hurtBox = GetOrAddComponent(hurtBoxT.gameObject);
- hurtBoxT.gameObject.SetActive(false);
+ hurtBox.enabled = false; // 悬挂阶段外不可被攻击;CeilingHangStrikeAbility 在 _loopClip 期间开启
- // LandingHitBox(落地瞬间 AoE,由 CeilingDropAbility 激活)
- Transform landingHitBoxT = GetOrCreateChild(go.transform, "LandingHitBox");
- SetLayer(landingHitBoxT.gameObject, "EnemyHitBox", report);
- BoxCollider2D landingCol = GetOrAddComponent(landingHitBoxT.gameObject);
- landingCol.isTrigger = true;
- landingCol.size = new Vector2(0.8f, 0.3f);
- HitBox landingHitBox = GetOrAddComponent(landingHitBoxT.gameObject);
- landingHitBoxT.gameObject.SetActive(false);
-
- // ContactDamageZone(地面巡逻时造成接触伤害,落地后由行为树启用)
- Transform contactT = GetOrCreateChild(go.transform, "ContactDamageZone");
- SetLayer(contactT.gameObject, "EnemyHitBox", report);
- CircleCollider2D contactCol = GetOrAddComponent(contactT.gameObject);
- contactCol.isTrigger = true;
- contactCol.radius = 0.35f;
- HitBox contactHitBox = GetOrAddComponent(contactT.gameObject);
- GetOrAddComponent(contactT.gameObject);
- contactT.gameObject.SetActive(false);
+ // AttackHitBox(钻出啃咬瞬间判定,由 CeilingHangStrikeAbility 激活)
+ Transform attackHitBoxT = GetOrCreateChild(go.transform, "AttackHitBox");
+ SetLayer(attackHitBoxT.gameObject, "EnemyHitBox", report);
+ BoxCollider2D attackCol = GetOrAddComponent(attackHitBoxT.gameObject);
+ attackCol.isTrigger = true;
+ attackCol.size = new Vector2(0.6f, 0.8f); // 正下方钻出范围
+ HitBox attackHitBox = GetOrAddComponent(attackHitBoxT.gameObject);
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
- Transform dropT = GetOrCreateChild(abilitiesT, "CeilingDropAbility");
- CeilingDropAbility dropAbility = GetOrAddComponent(dropT.gameObject);
+ Transform strikeT = GetOrCreateChild(abilitiesT, "CeilingHangStrikeAbility");
+ CeilingHangStrikeAbility strikeAbility = GetOrAddComponent(strikeT.gameObject);
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E002_Stats");
@@ -601,21 +592,18 @@ namespace BaseGames.Editor
new[] { "Platform", "OneWayPlatform", "MovingOneWayPlatform", "MidHeightOneWayPlatform" },
report);
- AssignReference(dropAbility, "_landingHitBox", landingHitBox, report);
- AssignLayerMask(dropAbility, "_groundMask",
- new[] { "Platform", "OneWayPlatform", "MovingOneWayPlatform", "MidHeightOneWayPlatform" },
- report);
+ AssignAsset(strikeAbility, "_config", report, false, "ABL_E002_CeilingStrike");
+ AssignReference(strikeAbility, "_attackHitBox", attackHitBox, report);
+ AssignReference(strikeAbility, "_hurtBox", hurtBox, report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null)
- {
- AssignReference(landingHitBox, "_defaultSource", dmgSrc, report);
- AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);
- }
+ AssignReference(attackHitBox, "_defaultSource", dmgSrc, report);
- SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_range" }, report);
+ SetupPerceptionSystemSlots(sensorHub, new[] { "attack_range" }, report);
report.Add("★ 将此对象放置于天花板,调整位置使 CapsuleCollider 正好贴合天花板底面。");
- report.Add("★ HurtBox / ContactDamageZone 初始禁用;落地后由行为树激活。");
+ report.Add("★ HurtBox.enabled 初始为 false;钻出后由 CeilingHangStrikeAbility 在悬挂窗口开启。");
+ report.Add("★ attack_range 槽位为正下方 BoxCast(玩家经过检测区);按需在 Inspector 调整 offset/size。");
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E002_HuangZhi.asset。");
report.Add("★ BD 树逻辑建议:Idle(悬挂)→ IsSensorDetecting(aggro) → UseAbility(CeilingDrop) → IsGrounded → Patrol(Pace)。");
@@ -775,27 +763,20 @@ namespace BaseGames.Editor
HitBox slamHitBox = GetOrAddComponent(slamT.gameObject);
slamT.gameObject.SetActive(false);
- Transform chargeHitBoxT = GetOrCreateChild(go.transform, "ChargeHitBox");
- SetLayer(chargeHitBoxT.gameObject, "EnemyHitBox", report);
- BoxCollider2D chargeHitCol = GetOrAddComponent(chargeHitBoxT.gameObject);
- chargeHitCol.isTrigger = true;
- chargeHitCol.size = new Vector2(0.9f, 0.8f);
- HitBox chargeHitBox = GetOrAddComponent(chargeHitBoxT.gameObject);
- chargeHitBoxT.gameObject.SetActive(false);
-
Transform acidMuzzleT = GetOrCreateChild(go.transform, "AcidMuzzle");
+ // 能力集(计划 E004):出场 / 撕咬 / 头槌 / 酸液 / 转身
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
+ Transform appearAblT = GetOrCreateChild(abilitiesT, "AppearAbility");
+ AppearAbility appearAbl = GetOrAddComponent(appearAblT.gameObject);
Transform biteAblT = GetOrCreateChild(abilitiesT, "MeleeAttackAbility_Bite");
MeleeAttackAbility biteAbl = GetOrAddComponent(biteAblT.gameObject);
- Transform slamAblT = GetOrCreateChild(abilitiesT, "RepeatSlamAbility");
+ Transform slamAblT = GetOrCreateChild(abilitiesT, "RepeatSlamAbility_HeadSlam");
RepeatSlamAbility slamAbl = GetOrAddComponent(slamAblT.gameObject);
Transform acidAblT = GetOrCreateChild(abilitiesT, "ProjectileAttackAbility_Acid");
ProjectileAttackAbility acidAbl = GetOrAddComponent(acidAblT.gameObject);
- Transform chargeAblT = GetOrCreateChild(abilitiesT, "ChargeAbility");
- ChargeAbility chargeAbl = GetOrAddComponent(chargeAblT.gameObject);
- Transform chaseAblT = GetOrCreateChild(abilitiesT, "ContactChaseAbility");
- ContactChaseAbility chaseAbl = GetOrAddComponent(chaseAblT.gameObject);
+ Transform flipAblT = GetOrCreateChild(abilitiesT, "FacePlayerAbility_Flip");
+ FacePlayerAbility flipAbl = GetOrAddComponent(flipAblT.gameObject);
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E004_Stats");
@@ -821,26 +802,26 @@ namespace BaseGames.Editor
new[] { "Platform", "OneWayPlatform", "MovingOneWayPlatform", "MidHeightOneWayPlatform" },
report);
- AssignAsset(biteAbl,"_config", report, false, "ABL_E004_Bite");
- AssignAsset(slamAbl, "_config", report, false, "ABL_E004_Slam");
- AssignAsset(acidAbl, "_config", report, false, "ABL_E004_Acid");
- AssignAsset(chargeAbl, "_config", report, false, "ABL_E004_Charge");
- AssignAsset(chaseAbl, "_config", report, false, "ABL_E004_Chase");
+ AssignAsset(appearAbl, "_config", report, false, "ABL_E004_Appear");
+ AssignAsset(biteAbl, "_config", report, false, "ABL_E004_Bite");
+ AssignAsset(slamAbl, "_config", report, false, "ABL_E004_HeadSlam");
+ AssignAsset(acidAbl, "_config", report, false, "ABL_E004_Acid");
+ AssignAsset(flipAbl, "_config", report, false, "ABL_E004_Flip");
AssignMeleeHitBoxSlots(biteAbl, new[] { ("bite", biteHitBox) }, report);
- AssignReference(slamAbl, "_hitBox", slamHitBox, report);
- AssignReference(acidAbl, "_muzzle", acidMuzzleT, report);
- AssignReference(chargeAbl, "_chargeHitBox", chargeHitBox, report);
+ AssignReference(slamAbl, "_hitBox", slamHitBox, report);
+ AssignReference(acidAbl, "_muzzle", acidMuzzleT, report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null)
{
- AssignReference(biteHitBox, "_defaultSource", dmgSrc, report);
- AssignReference(slamHitBox, "_defaultSource", dmgSrc, report);
- AssignReference(chargeHitBox, "_defaultSource", dmgSrc, report);
+ AssignReference(biteHitBox, "_defaultSource", dmgSrc, report);
+ AssignReference(slamHitBox, "_defaultSource", dmgSrc, report);
}
- SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "los" }, report);
+ SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "sight" }, report);
+ report.Add("★ AppearAbility._appearClip / FacePlayerAbility._faceClip 等动画 Clip 待美术接入后在 Inspector 指定。");
+ report.Add("★ 在 E004_ZhiMu._deathPreClip 配置死亡前摇动画(两阶段死亡 Death_Pre 无敌)。");
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E004_ZhiMu.asset。");
Undo.CollapseUndoOperations(undoGroup);
@@ -1106,20 +1087,21 @@ namespace BaseGames.Editor
hurtCap.size = new Vector2(1.1f, 1.9f);
HurtBox hurtBox = GetOrAddComponent(hurtBoxT.gameObject);
- // Phase1 attack hitboxes (disabled by default; abilities enable/disable as needed)
- HitBox biteHB = CreateDisabledHitBox(go.transform, "Phase1_BiteHitBox", "EnemyHitBox",
- true, report, size: new Vector2(0.8f, 0.5f));
- HitBox swipeR = CreateDisabledHitBox(go.transform, "Phase1_SwipeHitBox_R","EnemyHitBox",
- true, report, size: new Vector2(1.2f, 0.4f));
- HitBox swipeL = CreateDisabledHitBox(go.transform, "Phase1_SwipeHitBox_L","EnemyHitBox",
- true, report, size: new Vector2(1.2f, 0.4f));
- HitBox stompHB = CreateDisabledHitBox(go.transform, "Phase1_StompHitBox", "EnemyHitBox",
- false, report, radius: 1.0f);
+ // Phase1 攻击 HitBox(默认禁用;技能执行时由 BossSkillExecutor 开关)。
+ // 计划:挥扇三连 FanCombo ×3 + 龙卷接触 Tornado。
+ HitBox fan1 = CreateDisabledHitBox(go.transform, "Phase1_FanCombo_HitBox_1", "EnemyHitBox",
+ true, report, size: new Vector2(1.0f, 0.5f));
+ HitBox fan2 = CreateDisabledHitBox(go.transform, "Phase1_FanCombo_HitBox_2", "EnemyHitBox",
+ true, report, size: new Vector2(1.0f, 0.5f));
+ HitBox fan3 = CreateDisabledHitBox(go.transform, "Phase1_FanCombo_HitBox_3", "EnemyHitBox",
+ true, report, size: new Vector2(1.2f, 0.6f));
+ HitBox tornadoHB = CreateDisabledHitBox(go.transform, "Phase1_Tornado_HitBox", "EnemyHitBox",
+ true, report, size: new Vector2(0.6f, 1.2f));
- // Muzzle transforms for Phase 2 skills
- GetOrCreateChild(go.transform, "WindBladeMuzzle");
- GetOrCreateChild(go.transform, "TornadoMuzzle");
- GetOrCreateChild(go.transform, "SummonSpawnPoint");
+ // 弹体发射点(Phase1 回旋扇 / 龙卷;Phase2 风石)
+ Transform boomerangMuzzleT = GetOrCreateChild(go.transform, "BoomerangMuzzle");
+ Transform tornadoMuzzleT = GetOrCreateChild(go.transform, "TornadoMuzzle");
+ Transform windStoneMuzzleT = GetOrCreateChild(go.transform, "WindStoneMuzzle");
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(bossBase, "_statsSO", report, false, "ENM_ChaoFeng_Stats");
@@ -1133,6 +1115,22 @@ namespace BaseGames.Editor
AssignReference(bossBase, "_hurtBox", hurtBox, report);
AssignReference(skillExec, "_animancer", animancer, report);
+ // 浮空 / 击落 / 弹体发射点接线(计划)
+ AssignReference(bossBase, "_floatController", floatCtrl, report);
+ AssignReference(bossBase, "_knockdownCounter", knockdown, report);
+ AssignReference(bossBase, "_boomerangMuzzle", boomerangMuzzleT, report);
+ AssignReference(bossBase, "_tornadoMuzzle", tornadoMuzzleT, report);
+ AssignReference(bossBase, "_windStoneMuzzle", windStoneMuzzleT, report);
+ AssignReference(floatCtrl, "_rb", rb, report);
+ AssignReference(knockdown, "_boss", bossBase, report);
+ AssignReference(knockdown, "_floatCtrl", floatCtrl, report);
+
+ // 弹体配置接线(ProjectileConfigSO,存在时自动绑定)
+ AssignAsset(bossBase, "_boomerangConfig", report, false, "PROJ_Boomerang_Config");
+ AssignAsset(bossBase, "_tornadoSmallConfig", report, false, "PROJ_TornadoSmall_Config");
+ AssignAsset(bossBase, "_tornadoLargeConfig", report, false, "PROJ_TornadoLarge_Config");
+ AssignAsset(bossBase, "_windStoneConfig", report, false, "PROJ_WindStone_Config");
+
AssignAsset(bossBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
AssignAsset(bossBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
AssignAsset(bossBase, "_onBossFightEnded", report, false, "EVT_BossFightEnded");
@@ -1150,30 +1148,34 @@ namespace BaseGames.Editor
new[] { "Platform", "OneWayPlatform", "MovingOneWayPlatform", "MidHeightOneWayPlatform" },
report);
- // Collect BossSkillSOs and assign to executor
+ // 收集 BossSkillSO 并赋给执行器(计划技能集)
var skillAssets = new System.Collections.Generic.List