UI 系统
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@@ -47,22 +47,32 @@
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- **固定位置敌人(E002 簧蛭)不挂 EnemyNavAgent / NavAgent,不调用 MoveTo**
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- 朝向翻转:`EnemyMovement.UpdateFacing()` 优先用 `SpriteRenderer.flipX`,无 SR 时用 `localScale.x`
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### 4. 感知系统约束(SensorToolkit)
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### 4. 感知系统约束(自研 PhysicsPerceptionSystem)
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`EnemySensorHub` 标准槽位名称约定:
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> ⚠️ **本节已更新**:项目已**自研 `PhysicsPerceptionSystem` 完全替代 SensorToolkit**,不再使用 `EnemySensorHub` / SensorToolkit 命名空间。`_Game` 代码零引用 SensorToolkit。Prefab 上挂的是 `PhysicsPerceptionSystem`(纯物理实现),其 `_slots[]` 槽位数组配置各感知槽。
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| 槽名 | Sensor 类型 | 用途 |
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|------|------------|------|
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| `aggro` | RangeSensor2D | 主要警戒/感知范围 |
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| `attack_melee` | RangeSensor2D | 近战攻击距离触发 |
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| `attack_range` | RangeSensor2D | 远程攻击距离触发 |
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| `los` | LOSSensor2D | 视线检测 |
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| `wall_ahead` | RaySensor2D | 前方障碍物检测 |
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| `ledge` | RaySensor2D | 前方悬崖检测 |
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**架构**:
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- 接口 `BaseGames.Enemies.Perception.IPerceptionSystem`(`HasSlot` / `IsDetecting(slot, target)` / `HasAnyDetection(slot)` / `GetFirstDetection(slot)`)
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- 实现 `PhysicsPerceptionSystem`:支持 7 种槽位类型 `RangeCircle / BatchLOS / FanCast / BoxCast / Sight / RayCast / TriggerZone`,含错帧更新(tickInterval)、动态禁用、Enter/Exit 事件;视线由 `SightBatchSystem` 全局预算管理(LOD)
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- `EnemyBase.Awake()` 通过 `GetComponentInChildren<IPerceptionSystem>()` 注册,对外暴露 `EnemyBase.SensorHub`(`IPerceptionSystem` 类型)
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`BD_IsSensorDetecting` 的 m_SlotName 必须与 Inspector 中 `EnemySensorHub._slots` 对应的 slotName 完全一致。
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**标准槽位常量**(定义于 `Perception/SensorSlotNames.cs`,禁止散布魔法字符串):
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`BD_Patrol` 优先读取 `wall_ahead` 和 `ledge` 槽的 SensorToolkit 结果;若未配置这两个槽,自动回退 Raycast 兜底。
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| 常量 | 字符串键 | 槽位类型 | 用途 |
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|------|---------|---------|------|
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| `SensorSlotNames.Aggro` | `aggro` | RangeCircle | 主要警戒/追击范围 |
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| `SensorSlotNames.Alert` | `alert` | RangeCircle | 警觉半径(比 aggro 小,待机/巡逻→Alert 切换) |
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| `SensorSlotNames.AttackMelee` | `attack_melee` | RangeCircle | 近战攻击距离触发 |
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| `SensorSlotNames.AttackRange` | `attack_range` | RangeCircle | 远程攻击距离触发 |
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| `SensorSlotNames.Patrol` | `patrol` | RangeCircle | 巡逻范围限制(超出触发返回) |
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| `SensorSlotNames.LOS` | `los` | BatchLOS | 无遮挡视线(OverlapCircle + 单射线遮挡) |
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| `SensorSlotNames.Sight` | `sight` | Sight | 视锥 + 强制 LOS 遮挡检测("看见玩家"核心传感器) |
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> ⚠️ **`wall_ahead` / `ledge` 槽已废除**:前方墙体/悬崖检测**不再走感知系统**,改由 `EnemyMovement.IsWallAhead` / `EnemyMovement.IsLedgeAhead`(EnemyMovement 内置物理射线)提供。
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`BD_IsSensorDetecting` 实现:查询 `gameObject.GetComponent<IPerceptionSystem>()`;字段 `m_SlotName`(应填 `SensorSlotNames` 对应字符串键)+ `m_AnyTarget`(true 时用 `HasAnyDetection`,false 时对 `EnemyBase.PlayerTransform` 调 `IsDetecting`)。
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`BD_Patrol` 直接读取 `EnemyMovement.IsWallAhead / IsLedgeAhead` 触发翻转,**不依赖任何感知槽**(含转身冷却防抖)。
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### 5. AI 阶段(AiPhase)枚举值
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@@ -162,7 +172,7 @@
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**`ENM_E001_Stats.asset`**(EnemyStatsSO):MaxHP、WalkSpeed(巡逻)、RunSpeed(追击)、DetectRange。
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**`ABL_E001_Activate.asset`**:abilityId=`"e001_activate"`,cooldown=0
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**`ABL_E001_Alert.asset`**:abilityId=`"e001_alert"`,cooldown=1.5(激活/警觉序列,PlayClipAbility)
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**`ABL_E001_Chase.asset`**:abilityId=`"e001_chase"`,cooldown=0,preferredMaxRange=DetectRange
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#### 新建 Ability
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@@ -187,7 +197,8 @@ protected override IEnumerator ExecuteCoroutine()
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[SerializeField] private Animancer.ClipTransition _loopClip;
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[SerializeField] private Animancer.ClipTransition _endClip;
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[SerializeField] private BodyContactDamage _contactDamage;
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[SerializeField] private EnemySensorHub _sensorHub;
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[SerializeField] private string _aggroSlotName = SensorSlotNames.Aggro;
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// 感知通过 EnemyBase.SensorHub(IPerceptionSystem)查询,不自挂感知组件引用
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protected override IEnumerator ExecuteCoroutine()
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{
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@@ -198,7 +209,8 @@ protected override IEnumerator ExecuteCoroutine()
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while (true)
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{
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if (_enemy.PlayerTransform == null) break;
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if (!_sensorHub.IsDetecting("aggro", _enemy.PlayerTransform.gameObject)) break;
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if (_enemy.SensorHub != null &&
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!_enemy.SensorHub.IsDetecting(_aggroSlotName, _enemy.PlayerTransform.gameObject)) break;
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_enemy.MoveTo(_enemy.PlayerTransform.position);
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yield return null;
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}
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@@ -216,12 +228,12 @@ protected override IEnumerator ExecuteCoroutine()
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`
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E001_CaoZhi
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├── [EnemyBase] [EnemyMovement] [EnemyNavAgent] [NavAgent] [TransformBasedMovement]
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├── [EnemySensorHub] → slots: [{aggro, RangeSensor2D}, {wall_ahead, RaySensor2D}, {ledge, RaySensor2D}]
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├── [PhysicsPerceptionSystem] → _slots: [{aggro, RangeCircle}] ← 墙/崖检测由 EnemyMovement 内置射线,无需槽
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├── [Rigidbody2D] Dynamic [Collider2D]
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├── HurtBox/ [HurtBox] [Collider2D trigger=true Layer=EnemyHurtBox]
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├── ContactDamageZone/ [BodyContactDamage] [HitBox] [Collider2D trigger=true Layer=EnemyHitBox]
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└── Abilities/
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├── [PlayClipAbility] (_config=ABL_E001_Activate)
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├── [PlayClipAbility] (_config=ABL_E001_Alert)
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└── [ContactChaseAbility] (_config=ABL_E001_Chase)
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`
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@@ -235,7 +247,7 @@ Selector
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│ │ ├── BD_IsAiPhase(Idle)
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│ │ └── BD_IsAiPhase(Patrol)
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│ ├── BD_IsSensorDetecting("aggro")
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│ ├── BD_UseAbility(ABL_E001_Activate)
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│ ├── BD_UseAbility(ABL_E001_Alert)
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│ └── BD_SetAiPhase(Chase)
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├── Sequence [追击]
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│ ├── BD_IsAiPhase(Chase)
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@@ -312,7 +324,7 @@ protected override void OnInterrupted(InterruptReason reason)
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`
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E002_HuangZhi
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├── [EnemyBase] ← 无 EnemyMovement,无 NavAgent
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├── [EnemySensorHub] → slots: [{attack_range, RangeSensor2D(正下方矩形)}]
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├── [PhysicsPerceptionSystem] → _slots: [{attack_range, BoxCast(正下方矩形)}]
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├── [Rigidbody2D] Kinematic Gravity=0
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├── HurtBox/ [HurtBox enabled=false] [Collider2D trigger]
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├── AttackHitBox/ [HitBox] [Collider2D trigger]
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@@ -441,7 +453,7 @@ public void ActivateFromCeiling()
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`
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E003_YouZhi
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├── [E003_YouZhi] [EnemyMovement] [EnemyNavAgent] [NavAgent] [TransformBasedMovement]
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├── [EnemySensorHub] → slots: [{aggro, RangeSensor2D}]
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├── [PhysicsPerceptionSystem] → _slots: [{aggro, RangeCircle}]
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├── [Rigidbody2D] Kinematic(AnimatedCeilingDropAbility 切换为 Dynamic)
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├── HurtBox/
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├── ContactDamageZone/ [BodyContactDamage enabled=false] ← 落地后由能力 Enable
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@@ -646,7 +658,7 @@ private IEnumerator DeathSequence()
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`
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E004_ZhiMu
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├── [E004_ZhiMu] [EnemyMovement] [EnemyNavAgent] [NavAgent] [TransformBasedMovement]
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├── [EnemySensorHub] → slots: [{aggro, RangeSensor2D}, {los, LOSSensor2D}]
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├── [PhysicsPerceptionSystem] → _slots: [{aggro, RangeCircle}, {sight, Sight}]
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├── [EnemyFeedback] [Rigidbody2D]
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├── HurtBox/ BiteHitBox/ SlamHitBox/
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├── AcidMuzzle/ [Transform]
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@@ -823,7 +835,7 @@ attackSequence[0].clip:Skill ClipTransition
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`
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E006_Huan
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├── [EnemyBase] [EnemyMovement] [EnemyNavAgent] [NavAgent] [TransformBasedMovement]
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├── [EnemySensorHub] → slots: [{aggro, RangeSensor2D}, {wall_ahead, RaySensor2D}, {ledge, RaySensor2D}]
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├── [PhysicsPerceptionSystem] → _slots: [{sight, Sight(正面视锥)}] ← 墙/崖检测由 EnemyMovement 内置射线
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├── [Rigidbody2D] Dynamic
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├── HurtBox/ LandingHitBox/
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└── Abilities/ [LeapAttackAbility (abilityId="e006_leap")]
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@@ -835,10 +847,10 @@ E006_Huan
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Selector
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├── BD_IsStateMatch(Dead) → BD_StopMovement ← Die() 已自动播放 AnimConfig.Dead
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├── Sequence [跳跃攻击]
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│ ├── BD_IsSensorDetecting("aggro")
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│ ├── BD_IsSensorDetecting("sight") ← 正面视锥感知(FanCast/Sight),对应设计"视线检测正面扇形"
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│ ├── BD_CanUseAbility(ABL_E006_Leap)
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│ └── BD_UseAbility(ABL_E006_Leap)
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└── BD_Patrol [wall_ahead+ledge槽驱动翻转,无传感器则Raycast兜底]
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└── BD_Patrol [EnemyMovement.IsWallAhead/IsLedgeAhead 内置射线驱动翻转,无需感知槽]
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`
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> **Flip 动画**:`EnemyMovement` 已原生支持转身动画,无需修改 BT。只需:
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@@ -1164,8 +1176,8 @@ public class ChaoFengKnockdownCounter : MonoBehaviour
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public void OnBossHit(DamageInfo info)
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{
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if (_inKnockdown || _boss.CurrentPhase != 1) return;
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// ⚠️ 玩家是否在空中的判断方式待确认(见Q6)
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// 临时实现:所有命中均计数
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// Q6 已实现:仅玩家在空中(IGroundedActor.IsGrounded==false)时计数
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if (!IsPlayerAirborne()) return;
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_count++;
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if (_count >= _threshold) { _count = 0; StartCoroutine(KnockdownSequence()); }
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}
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@@ -1189,6 +1201,7 @@ public class ChaoFengKnockdownCounter : MonoBehaviour
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`
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ChaoFeng
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├── [ChaoFengBoss] [EnemyMovement] [EnemyNavAgent] [NavAgent] [TransformBasedMovement]
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├── [PhysicsPerceptionSystem] → _slots: [{aggro, RangeCircle}, {sight, Sight}]
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├── [BossSkillExecutor]
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├── [ChaoFengFloatController]
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├── [ChaoFengKnockdownCounter]
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@@ -1228,7 +1241,7 @@ Assets/_Game/
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├── Data/Enemies/
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│ ├── E001/
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│ │ ├── ENM_E001_Stats.asset ← EnemyStatsSO(ENM_ 前缀)
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│ │ ├── ABL_E001_Activate.asset ← PlayClipAbility SO(ABL_ 前缀)
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│ │ ├── ABL_E001_Alert.asset ← PlayClipAbility SO(ABL_ 前缀,abilityId=e001_alert)
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│ │ └── ABL_E001_Chase.asset ← ContactChaseAbility SO
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│ ├── E002/
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│ │ ├── ENM_E002_Stats.asset
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@@ -1328,8 +1341,8 @@ Assets/_Game/
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| Q1 | 嘲风 Phase 2 能否用 Phase 1 技能? | BossSkillSO.availablePhaseIndices |
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| Q2 | 击落计数是否打断风石施法? | ChaoFengKnockdownCounter 中断逻辑 |
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| Q3 | 挥扇三连第3击是否有后方碰撞盒? | AttackPatternSO HitBox 形状 |
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| Q4 | E004 Flip 背后检测方案(Sensor槽还是 FacingDirection 比较)? | EnemySensorHub 配置 |
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| Q4 | E004 Flip 背后检测方案(Sensor槽还是 FacingDirection 比较)? | 现实现:FacePlayerAbility.CanUse 内用 Movement.FacingDirection 比较,不依赖感知槽 |
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| Q5 | E005 是否有 Flip 动画? | 是否新建 Flip Ability |
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| Q6 | 玩家空中判断方式(DamageInfo 携带/PlayerController 事件)? | ChaoFengKnockdownCounter.IsAttackerAirborne |
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| Q6 | ~~玩家空中判断方式~~ | ✅ 已实现:`IGroundedActor` 接口(Core)由 PlayerMovement 实现;`ChaoFengKnockdownCounter` 经 `BossBase.PlayerTransform` 查询,仅玩家离地时计数(取不到接口时保守按空中处理) |
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| Q7 | 各角色 HP/速度/伤害/CD 数值 | 所有 StatsSO / AbilitySO 填写 |
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| Q8 | 嘲风 Phase 2 浮空待机是否复用 Phase 1 Idle? | 美术制作量 |
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