feat(enemy): Wander 巡逻改为当前段内随机 + 按身体宽度内缩两端

修复地面单位 Wander 巡逻"走一小段就停":
- 随机点从全图(GetRandomPointOnGraph)改为限定在 agent 当前所站的 NavSegment 上,
  不再跨越跳/落/拐角 NavLink,避免路径跨沟被崖边夹停或卡在过不去的 link。
- 段内随机 t 按"身体前缘安全余量(碰撞体半宽 + 悬崖检测前向偏移)"从两端各内缩,
  避免随机点落在角色宽度站不住的崖沿(WouldFallAhead 夹停、IsFollowingAPath 不复位→卡死)。
- NavAgent.SetRandomDestinationOnCurrentSegment(endMargin):段内采样+内缩(段过短退化到中点)
- EnemyMovement.EdgeSafeMargin:身体前缘安全余量
- IPathAgent.WalkToRandomOnSegment():EnemyNavAgent 传入 margin;飞行单位复用局部偏移;Null 返回 false

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-22 12:45:01 +08:00
co-authored by Claude Opus 4.8
parent 46c9718793
commit 31b77fa473
6 changed files with 61 additions and 1 deletions
@@ -594,6 +594,32 @@ namespace PathBerserker2d
return PathTo(goal);
}
// [项目新增] 段内随机游走:目标点限制在 agent 当前所站的这一条 NavSegment(cluster) 上,
// 不会跨越任何 NavLink(跳/落/拐角),避免地面单位游走时被崖边夹停或卡在无法穿越的 link 处。
// 需要 agent 当前已映射到某条段上(currentMappedPosition 有效),否则返回 false。
// 注意:一条 cluster 是一条直线段;被拐角/斜坡拆成多段的平台只会在当前这一段内游走。
/// <summary>
/// Start pathfinding to a random position ON THE SAME segment the agent currently stands on.
/// Never crosses a NavLink, so a ground unit stays on its current platform segment.
/// <paramref name="endMargin"/> insets the random range from BOTH segment ends (world units),
/// so the goal is never so close to the edge that a bodied agent can't stand there
/// (pass the agent's half-width + ledge-check margin). If the segment is shorter than
/// 2*endMargin the goal degenerates to the segment midpoint.
/// Returns false if the agent is not currently mapped to a segment.
/// </summary>
public bool SetRandomDestinationOnCurrentSegment(float endMargin = 0f)
{
if (currentMappedPosition.IsInvalid())
return false;
var cluster = currentMappedPosition.cluster;
float len = cluster.Length;
float m = Mathf.Clamp(endMargin, 0f, len * 0.5f); // 段太短 → 退化到中点
float t = UnityEngine.Random.Range(m, len - m);
Vector2 goal = cluster.owner.LocalToWorld.MultiplyPoint3x4(cluster.GetPositionAlongSegment(t));
return PathTo(goal);
}
/// <summary>
/// If you implement link traversal yourself, call this to complete a link traversal.
@@ -262,6 +262,21 @@ namespace BaseGames.Enemies
Vector2.down, _ledgeCheckDownDist, _groundMask);
}
/// <summary>
/// 身体中心到"能站住的平台边缘最近点"的水平安全余量 = 碰撞体水平半宽 + 悬崖检测前向偏移。
/// WouldFallAhead 在"碰撞体前缘 + _ledgeCheckFwdOffset"处探地,故身体中心必须离平台边缘至少此距离,
/// 否则前缘探出崖沿被夹停。供 nav 段内随机游走把随机点从段两端各内缩此值,避免随机到身体站不住的崖沿点。
/// </summary>
public float EdgeSafeMargin
{
get
{
var col = GroundColliderOrSelf();
float halfWidth = col != null ? col.bounds.extents.x : 0f;
return halfWidth + Mathf.Max(0f, _ledgeCheckFwdOffset);
}
}
private void WallAndLedgeCheck()
{
if (_wallCheckDist > 0f)
@@ -62,6 +62,13 @@ namespace BaseGames.Enemies
/// <summary>移动到随机可到达点(巡逻 fallback)。</summary>
bool WalkToRandom();
/// <summary>
/// 段内随机游走:随机点限制在 agent 当前所站的这一条导航段上,不跨越任何 NavLink(跳/落/拐角)。
/// 供 Wander 巡逻使用——地面单位只在当前平台段内来回,避免被崖边夹停或卡在过不去的 link 处。
/// 未映射到导航段(不在图上)时返回 false。
/// </summary>
bool WalkToRandomOnSegment();
// ── 连接段事件 ──────────────────────────────────────────────────
/// <summary>开始穿越连接段时触发(传入连接段类型)。</summary>
event Action<NavLinkType> OnLinkStarted;
@@ -91,6 +98,7 @@ namespace BaseGames.Enemies
public Vector2 CurrentLinkEnd => Vector2.zero;
public bool CanReach(Vector2 _) => false;
public bool WalkToRandom() => false;
public bool WalkToRandomOnSegment() => false;
public event Action<NavLinkType> OnLinkStarted { add { } remove { } }
public event Action<NavLinkType> OnLinkCompleted{ add { } remove { } }
public event Action OnNavPathFailed { add { } remove { } }
@@ -111,7 +111,9 @@ namespace BaseGames.Enemies
switch (_patrolStrategy)
{
case PatrolStrategy.Wander:
if (_enemy.Nav != null && !_enemy.Nav.IsMoving) _enemy.Nav.WalkToRandom();
// 段内随机游走:随机点限制在当前所站的导航段上,不跨越 NavLink,
// 避免地面单位游走时被崖边夹停或卡在过不去的跳/落 link 处。
if (_enemy.Nav != null && !_enemy.Nav.IsMoving) _enemy.Nav.WalkToRandomOnSegment();
break;
case PatrolStrategy.Pace: // 撞墙/悬崖翻向的来回踱步(速度驱动,不依赖 nav)
@@ -171,6 +171,11 @@ namespace BaseGames.Enemies.Navigation
public bool WalkToRandom() => _navAgent?.SetRandomDestination() ?? false;
// 段内随机游走:按身体前缘安全余量内缩段两端,避免随机点落在角色宽度站不住的崖沿(WouldFallAhead 夹停)。
public bool WalkToRandomOnSegment()
=> _navAgent?.SetRandomDestinationOnCurrentSegment(
_enemyMovement != null ? _enemyMovement.EdgeSafeMargin : 0f) ?? false;
public bool IsNearEdge()
{
var origin = (Vector2)transform.position;
@@ -119,6 +119,10 @@ namespace BaseGames.Enemies.Navigation
return true;
}
// 飞行单位无"导航段"概念,其 WalkToRandom 本就是当前位置的有界局部偏移,
// 天然满足"就近游走"语义,直接复用。
public bool WalkToRandomOnSegment() => WalkToRandom();
// ── 内部移动逻辑 ───────────────────────────────────────────────
private void UpdateChase()
{