diff --git a/Assets/PathBerserker2d/Scripts/PathBerserker2d/NavAgent/NavAgent.cs b/Assets/PathBerserker2d/Scripts/PathBerserker2d/NavAgent/NavAgent.cs
index 6ce3a13c..fb5a725e 100644
--- a/Assets/PathBerserker2d/Scripts/PathBerserker2d/NavAgent/NavAgent.cs
+++ b/Assets/PathBerserker2d/Scripts/PathBerserker2d/NavAgent/NavAgent.cs
@@ -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。
+ ///
+ /// 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.
+ /// 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.
+ ///
+ 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);
+ }
+
///
/// If you implement link traversal yourself, call this to complete a link traversal.
diff --git a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
index 58ec7df3..700cabe7 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
@@ -262,6 +262,21 @@ namespace BaseGames.Enemies
Vector2.down, _ledgeCheckDownDist, _groundMask);
}
+ ///
+ /// 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。
+ ///
+ 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)
diff --git a/Assets/_Game/Scripts/Enemies/IPathAgent.cs b/Assets/_Game/Scripts/Enemies/IPathAgent.cs
index a0368b6f..ce6a3513 100644
--- a/Assets/_Game/Scripts/Enemies/IPathAgent.cs
+++ b/Assets/_Game/Scripts/Enemies/IPathAgent.cs
@@ -62,6 +62,13 @@ namespace BaseGames.Enemies
/// 移动到随机可到达点(巡逻 fallback)。
bool WalkToRandom();
+ ///
+ /// 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。
+ ///
+ bool WalkToRandomOnSegment();
+
// ── 连接段事件 ──────────────────────────────────────────────────
/// 开始穿越连接段时触发(传入连接段类型)。
event Action 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 OnLinkStarted { add { } remove { } }
public event Action OnLinkCompleted{ add { } remove { } }
public event Action OnNavPathFailed { add { } remove { } }
diff --git a/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs b/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs
index b1746cf4..a5c192b8 100644
--- a/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs
+++ b/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs
@@ -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)
diff --git a/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs b/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs
index 88480c25..ba067a0d 100644
--- a/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs
+++ b/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs
@@ -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;
diff --git a/Assets/_Game/Scripts/Enemies/Navigation/FlyingDirectNavigator.cs b/Assets/_Game/Scripts/Enemies/Navigation/FlyingDirectNavigator.cs
index 934d09f5..13a0e86b 100644
--- a/Assets/_Game/Scripts/Enemies/Navigation/FlyingDirectNavigator.cs
+++ b/Assets/_Game/Scripts/Enemies/Navigation/FlyingDirectNavigator.cs
@@ -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()
{