feat(enemy): EnemyAbilityBase 实现 IAttackCandidate 契约(自管圆形射程)

This commit is contained in:
2026-07-24 11:58:22 +08:00
parent 25fae97065
commit 2cf0d6b1a9
2 changed files with 36 additions and 1 deletions
@@ -16,7 +16,7 @@ namespace BaseGames.Enemies.Abilities
/// - 受击/死亡时由 <see cref="EnemyBase"/> 调用 <see cref="Interrupt"/>。
/// </summary>
[DisallowMultipleComponent]
public abstract class EnemyAbilityBase : MonoBehaviour
public abstract class EnemyAbilityBase : MonoBehaviour, IAttackCandidate
{
[Header("配置 SO")]
[SerializeField] protected EnemyAbilitySO _config;
@@ -43,6 +43,24 @@ namespace BaseGames.Enemies.Abilities
/// <summary>BD 任务统一查询入口:当前是否可用(冷却完毕且未执行中)。</summary>
public virtual bool CanUse => !_isRunning && !IsOnCooldown && _enemy != null && _enemy.IsAlive;
// ── IAttackCandidate(供 EnemyAttackSelector 选招)──────────────────
public bool RequiresLineOfSight => _config != null && _config.requiresLineOfSight;
public bool RequiresGrounded => _config != null && _config.requiresGrounded;
public float Weight => _config != null ? _config.weight : 0f;
public int Priority => _config != null ? _config.priority : 0;
/// <summary>本招圆形攻击范围内是否有玩家(招式自管其射程;LOS 复用敌人级 IsPlayerVisible)。</summary>
public virtual bool InAttackRange()
{
if (_config == null || _config.rangeRadius <= 0f
|| _enemy == null || _enemy.PlayerTransform == null) return false;
float sign = _transform.localScale.x < 0f ? -1f : 1f;
Vector2 origin = (Vector2)_transform.position
+ new Vector2(_config.rangeOffset.x * sign, _config.rangeOffset.y);
float r = _config.rangeRadius;
return ((Vector2)_enemy.PlayerTransform.position - origin).sqrMagnitude <= r * r;
}
protected virtual void Awake()
{
_enemy = GetComponentInParent<EnemyBase>();
@@ -0,0 +1,17 @@
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 攻击选择器的候选契约。攻击类 <see cref="EnemyAbilityBase"/> 实现之;
/// 抽象出来使 <see cref="EnemyAttackSelector"/> 可脱离 MonoBehaviour 单测。
/// </summary>
public interface IAttackCandidate
{
bool CanUse { get; } // 未冷却 + 未运行 + 存活
bool RequiresLineOfSight { get; } // 是否需要视线(由敌人级 LOS 提供)
bool RequiresGrounded { get; } // 是否需要着地
float Weight { get; } // WeightedRandom 权重
int Priority { get; } // Priority 优先级
bool InAttackRange(); // 招式自管圆形射程内是否有玩家
bool Execute(); // 触发本招
}
}