feat(enemy): E001 追击动画 Skill_Start/Loop/End 完整化,符合设计文档

依据 Docs/Game/Design/小怪设计-程序开发文档-01.md:感知→Skill_Start(张口,单次)
→Skill_Loop(快速爬行追击,循环)→丢失目标→Skill_End(收招,单次)→Move_Patrol,
E001 无警觉态。

原问题:ContactChaseAbility 的 loop/end clip 都空、无 start clip,追击全程无
动画;Approach 步态还错播 Move;有多余警觉态(Alert clip 也空)。

- ContactChaseAbility:加 _startClip;协程 Skill_Start(锁动画+等时长,不伤人)→
  开伤害+Approach+Skill_Loop(循环)→退出播 Skill_End。丢失目标(ExternalRequest
  中断)播 Skill_End;受击/死亡硬打断不播。
- EnemyBase:加动画锁 LockAnim/IsAnimLocked——一次性招式动画期间步态不覆盖;
  PlayLocomotionClip 的 Approach 改为不驱动步态(追击动画归能力)。
- EnemyLocomotion:锁定期不算"已应用",解锁后重同步步态(避免卡在 Skill_End)。
- ENM_E001_Stats:HasAlertState=false(设计无警觉态)。
- prefab + 脚手架:ContactChaseAbility 接线 Skill_Start/Loop/End;新增
  AssignClipTransition 助手(按名+路径定位同名 clip)。

PlayMode 验证:Skill_Start(locked/不伤人)→Skill_Loop(伤害开)→Skill_End
(locked)→步态恢复 Move,全链符合设计。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
This commit is contained in:
2026-07-10 16:27:02 +08:00
parent f1ca62f881
commit 36aa2006e4
6 changed files with 190 additions and 109 deletions
@@ -16,27 +16,13 @@ MonoBehaviour:
Defense: 0
WalkSpeed: 2
RunSpeed: 4
AttackDamage: 10
AttackRange: 1.5
AttackCooldown: 1
DetectRange: 6
HasAlertState: 1
HasAlertState: 0
MaxChaseDistance: 15
LoseLinkTimeout: 2
AlertDuration: 0.6
InvestigateDuration: 3
HomeRadius: 0.5
KnockbackForce: 5
HitStunDuration: 0.3
HitTiers:
heavyHitThreshold: 0
launchThreshold: 0
launchUpForce: 0
launchHorzForce: 0
knockUpDuration: 0
EyeOffset: {x: 0, y: 0.8}
LOSBlockingMask:
serializedVersion: 2
m_Bits: 1
DetectAngleDeg: 0
AlertBroadcastRadius: 0
@@ -60,7 +60,7 @@ Transform:
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serializedVersion: 2
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m_Children: []
@@ -140,10 +140,10 @@ SpriteRenderer:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
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@@ -259,7 +259,7 @@ BoxCollider2D:
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pivot: {x: 0, y: 0}
@@ -270,7 +270,7 @@ BoxCollider2D:
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serializedVersion: 2
m_Size: {x: 0.6, y: 0.8}
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MonoBehaviour:
@@ -297,10 +297,8 @@ MonoBehaviour:
_onEnemyDied: {fileID: 11400000, guid: def849e2c5ec8204eae6b083b02307aa, type: 2}
_onPlayerSpawned: {fileID: 11400000, guid: 7e2c7e614f6627b449a244ab44443adf, type: 2}
_dbg_CurrentState: 0
_dbg_AiPhase: 0
_dbg_HasPlayer: 0
_dbg_LastKnownPos: {x: 0, y: 0}
_autoPlayPhaseAnimation: 1
--- !u!114 &3227522604157326171
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -418,7 +416,7 @@ MonoBehaviour:
fallSpeed: 5
climbSpeed: 5
enableAgentRotation: 1
enabledFeatures: 2147483647
enabledFeatures: -1
--- !u!114 &8798631432003224959
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -516,6 +514,9 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
_patrolStrategy: 0
_waypoints: []
_pingPong: 0
_waypointArriveRadius: 0.4
--- !u!114 &8800423420238451973
MonoBehaviour:
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@@ -574,6 +575,15 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
_config: {fileID: 11400000, guid: 0adeaa8a8508fbd40986dbb71cc85acd, type: 2}
_startClip:
_FadeDuration: 0.25
_Speed: 1
_Events:
_NormalizedTimes: []
_Callbacks: []
_Names: []
_Clip: {fileID: 7400000, guid: 14b258b423ec2914bb5385226d1007b6, type: 2}
_NormalizedStartTime: NaN
_loopClip:
_FadeDuration: 0.25
_Speed: 1
@@ -581,7 +591,7 @@ MonoBehaviour:
_NormalizedTimes: []
_Callbacks: []
_Names: []
_Clip: {fileID: 0}
_Clip: {fileID: 7400000, guid: fcb8ddbfc79cc7246871a5f218b91da2, type: 2}
_NormalizedStartTime: NaN
_endClip:
_FadeDuration: 0.25
@@ -590,7 +600,7 @@ MonoBehaviour:
_NormalizedTimes: []
_Callbacks: []
_Names: []
_Clip: {fileID: 0}
_Clip: {fileID: 7400000, guid: 9f0fea347ba7eb347b0f71b423832808, type: 2}
_NormalizedStartTime: NaN
_contactDamage: {fileID: 9135205194319985817}
references:
@@ -605,9 +615,9 @@ GameObject:
serializedVersion: 6
m_Component:
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- component: {fileID: 8468978500168207169}
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- component: {fileID: 1887787146703163998}
m_Layer: 25
m_Name: ContactDamageZone
m_TagString: Untagged
@@ -630,41 +640,6 @@ Transform:
m_Children: []
m_Father: {fileID: 1584616613766364365}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!58 &6286538159834431098
CircleCollider2D:
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m_CorrespondingSourceObject: {fileID: 0}
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m_GameObject: {fileID: 6788684755218838016}
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m_IncludeLayers:
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m_ExcludeLayers:
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m_Bits: 0
m_LayerOverridePriority: 0
m_ForceSendLayers:
serializedVersion: 2
m_Bits: 4294967295
m_ForceReceiveLayers:
serializedVersion: 2
m_Bits: 4294967295
m_ContactCaptureLayers:
serializedVersion: 2
m_Bits: 4294967295
m_CallbackLayers:
serializedVersion: 2
m_Bits: 4294967295
m_IsTrigger: 1
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: 0, y: 0.4}
serializedVersion: 2
m_Radius: 0.4
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MonoBehaviour:
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@@ -701,6 +676,51 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
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BoxCollider2D:
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m_ExcludeLayers:
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m_LayerOverridePriority: 0
m_ForceSendLayers:
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m_Bits: 4294967295
m_ForceReceiveLayers:
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m_Bits: 4294967295
m_ContactCaptureLayers:
serializedVersion: 2
m_Bits: 4294967295
m_CallbackLayers:
serializedVersion: 2
m_Bits: 4294967295
m_IsTrigger: 0
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: -0.06503487, y: 0.33911598}
m_SpriteTilingProperty:
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GameObject:
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@@ -710,8 +730,8 @@ GameObject:
serializedVersion: 6
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m_Layer: 27
m_Name: HurtBox
m_TagString: Untagged
@@ -734,8 +754,22 @@ Transform:
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m_Father: {fileID: 1584616613766364365}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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BoxCollider2D:
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@@ -763,23 +797,19 @@ CapsuleCollider2D:
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m_IsTrigger: 1
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m_UsedByEffector: 0
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_onHitConfirmed: {fileID: 11400000, guid: a67d56f5124e0db4f98f326c74be8091, type: 2}
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@@ -519,6 +519,10 @@ namespace BaseGames.Editor
AssignAsset(chaseAbility, "_config", report, false, "ABL_E001_Chase");
AssignReference(chaseAbility, "_contactDamage", bodyContact, report);
// 追击动画:起手/循环/收招(设计文档 Skill_Start/Loop/End
AssignClipTransition(chaseAbility, "_startClip", "Skill_Start", "Enemies/E001", report);
AssignClipTransition(chaseAbility, "_loopClip", "Skill_Loop", "Enemies/E001", report);
AssignClipTransition(chaseAbility, "_endClip", "Skill_End", "Enemies/E001", report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null) AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);
@@ -2292,6 +2296,29 @@ namespace BaseGames.Editor
so.ApplyModifiedPropertiesWithoutUndo();
}
/// <summary>
/// 给组件上的 Animancer <c>ClipTransition</c> 字段赋 AnimationClip(写嵌套 <c>_Clip</c>)。
/// 按 clip 名 + 路径子串定位(同名 clip 各敌人各有一份,须用路径区分,如 "Enemies/E001")。
/// </summary>
private static void AssignClipTransition(Object target, string propName, string clipName, string pathContains, List<string> report)
{
AnimationClip clip = null;
foreach (var g in AssetDatabase.FindAssets(clipName + " t:AnimationClip"))
{
var p = AssetDatabase.GUIDToAssetPath(g);
if (System.IO.Path.GetFileNameWithoutExtension(p) == clipName && p.Contains(pathContains))
{ clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(p); break; }
}
if (clip == null) { report?.Add($"★ 缺少动画 clip{clipName}(路径含 {pathContains}"); return; }
var so = new SerializedObject(target);
var sp = so.FindProperty(propName);
var cp = sp?.FindPropertyRelative("_Clip");
if (cp == null) { report?.Add($"{target.GetType().Name}.{propName}._Clip 字段不存在,跳过 clip 赋值。"); return; }
cp.objectReferenceValue = clip;
so.ApplyModifiedPropertiesWithoutUndo();
}
private static void AssignAsset(Object target, string propName, List<string> report, bool required, params string[] candidates)
{
Object asset = FindFirstAsset(candidates);
@@ -5,16 +5,17 @@ using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 循环追击 + 体接触伤害能力(纯执行器)。
/// 每帧 MoveTo 追向玩家、开接触伤害;**何时停止由 AI 决策层负责**——AI 在"脱离视野"时
/// 中断本能力(AI decides when to stop, ability implements the chase
/// 可复用于任何需要"追击+接触伤害循环"的敌人
/// 追击 + 体接触伤害能力:起手(Skill_Start 张口) → 循环追击(Skill_Loop 快速爬行 + 接触伤害)
/// → 收招(Skill_End)。追击动画由本能力全权驱动(Approach 模式不驱动步态,避免抢动画)。
/// 何时停止由 AI 决策层负责:AI 在"脱离感知"时中断本能力(ExternalRequest),本能力播 Skill_End 收招
/// 依据 Docs/Game/Design/小怪设计-程序开发文档-01.mdE001 状态机 Skill_Start/Loop/End
/// </summary>
public class ContactChaseAbility : EnemyAbilityBase
{
[Header("动画")]
[SerializeField] private ClipTransition _loopClip;
[SerializeField] private ClipTransition _endClip;
[Header("动画(起手 / 循环 / 收招)")]
[SerializeField] private ClipTransition _startClip; // Skill_Start:张口(一次性)
[SerializeField] private ClipTransition _loopClip; // Skill_Loop:快速爬行追击(循环)
[SerializeField] private ClipTransition _endClip; // Skill_End:收招(一次性)
[Header("接触伤害")]
[SerializeField] private BodyContactDamage _contactDamage;
@@ -24,37 +25,63 @@ namespace BaseGames.Enemies.Abilities
Phase = AbilityRunState.Active;
_enemy.SetEngaged(true);
// 追击行为的速度/阶段声明归本能力(AI 只触发能力,不做这些执行)
// 起手:张口(一次性)。期间静止、不伤人;锁住动画防被步态覆盖。
if (_startClip.Clip != null)
{
_enemy.LockAnim(_startClip.Clip.length);
_animancer.Play(_startClip);
yield return EnemyAbilityWaits.Get(_startClip.Clip.length);
}
// 循环追击:切追击速度、开接触伤害、朝玩家移动,播 Skill_Loop(Approach 模式不抢步态)。
if (_enemy.Nav != null && _enemy.Stats != null)
_enemy.Nav.SetSpeed(_enemy.Stats.RunSpeed);
if (_loopClip.Clip != null)
_animancer.Play(_loopClip);
if (_contactDamage != null)
_contactDamage.enabled = true;
// 追击直到玩家消失或被 AI 中断(退出追击的决策归 AI,见 EnemyBrainContext.InterruptAbilities
// 小怪走 nav 寻路(EnemyBase.MoveTo → 导航),寻路正确性依赖脚手架把碰撞体底部对齐 y=0。
// 追击直到玩家消失或被 AI 中断(退出追击的决策归 AI)。小怪走 nav 寻路
_enemy.Locomotion?.Approach(_enemy.PlayerTransform);
while (_enemy.PlayerTransform != null)
yield return null;
CleanupChase();
if (_endClip.Clip != null)
{
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
}
// 玩家对象消失(正常收尾):收招 Skill_End。
DisableContact();
yield return PlaySkillEnd();
Cleanup();
}
protected override void OnInterrupted(InterruptReason reason) => CleanupChase();
protected override void OnInterrupted(InterruptReason reason)
{
DisableContact();
// 丢失目标 = AI 主动退出追击态(ExternalRequest) → 播收招 Skill_End
// 受击/死亡/硬直等硬打断不播收招。协程已停,fire-and-forget;动画锁保证 Skill_End
// 在其时长内不被巡逻步态盖掉。
if (reason == InterruptReason.ExternalRequest && _endClip.Clip != null)
{
_enemy.LockAnim(_endClip.Clip.length);
_animancer.Play(_endClip);
}
Cleanup();
}
private void CleanupChase()
private IEnumerator PlaySkillEnd()
{
if (_endClip.Clip == null) yield break;
_enemy.LockAnim(_endClip.Clip.length);
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
}
private void DisableContact()
{
if (_contactDamage != null)
_contactDamage.enabled = false;
}
private void Cleanup()
{
_enemy.SetEngaged(false);
_enemy.Locomotion?.Stop();
}
+14 -3
View File
@@ -416,16 +416,27 @@ namespace BaseGames.Enemies
ScheduleStateRecovery(EnemyStateType.Stagger, staggerDuration);
}
/// <summary>按当前移动模式播放步态动画(由 EnemyLocomotion 在模式变化时调用)。</summary>
// 动画锁:一次性招式动画(如追击 Skill_Start/Skill_End)播放期间,禁止步态动画覆盖它。
private float _animLockUntil;
/// <summary>是否处于一次性招式动画锁定中(步态不应覆盖)。</summary>
public bool IsAnimLocked => Time.time < _animLockUntil;
/// <summary>锁定动画 <paramref name="duration"/> 秒,期间步态动画不覆盖(供能力播放起手/收招等一次性动作)。</summary>
public void LockAnim(float duration) => _animLockUntil = Time.time + Mathf.Max(0f, duration);
/// <summary>
/// 按当前移动模式播放步态动画(由 EnemyLocomotion 在模式变化时调用)。
/// Approach(追击)不在此驱动——追击动画由能力(Skill_Start/Loop/End)全权驱动,避免抢动画。
/// 招式动画锁定期间(<see cref="IsAnimLocked"/>)不覆盖。
/// </summary>
public void PlayLocomotionClip(LocomotionMode mode)
{
if (_animancer == null || _animConfig == null) return;
if (_animancer == null || _animConfig == null || IsAnimLocked) return;
var clip = mode switch
{
LocomotionMode.Idle => _animConfig.Idle,
LocomotionMode.Patrol => _animConfig.Walk,
LocomotionMode.Face => _animConfig.Alert,
LocomotionMode.Approach => _animConfig.Run,
LocomotionMode.Approach => null, // 追击动画归能力驱动
_ => null,
};
if (clip != null) _animancer.Play(clip);
@@ -86,8 +86,8 @@ namespace BaseGames.Enemies
if (!_gaitInit || _gaitMode != _mode)
{
_enemy.PlayLocomotionClip(_mode);
_gaitMode = _mode;
_gaitInit = true;
// 招式动画锁定期内不算"已应用",解锁后重新同步步态(否则 Skill_End 后卡在收招动画)
if (!_enemy.IsAnimLocked) { _gaitMode = _mode; _gaitInit = true; }
}
switch (_mode)
{