diff --git a/Assets/_Game/Data/Enemies/E001/ENM_E001_Stats.asset b/Assets/_Game/Data/Enemies/E001/ENM_E001_Stats.asset
index a4b057cf..254d8dff 100644
--- a/Assets/_Game/Data/Enemies/E001/ENM_E001_Stats.asset
+++ b/Assets/_Game/Data/Enemies/E001/ENM_E001_Stats.asset
@@ -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
diff --git a/Assets/_Game/Prefabs/Enemies/E001/ENM_CaoZhi.prefab b/Assets/_Game/Prefabs/Enemies/E001/ENM_CaoZhi.prefab
index 62576e59..aae0b871 100644
--- a/Assets/_Game/Prefabs/Enemies/E001/ENM_CaoZhi.prefab
+++ b/Assets/_Game/Prefabs/Enemies/E001/ENM_CaoZhi.prefab
@@ -60,7 +60,7 @@ Transform:
m_GameObject: {fileID: 2378558940863543267}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
- m_LocalPosition: {x: 0, y: 0.4, z: 0}
+ m_LocalPosition: {x: 0, y: 0.5, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -140,10 +140,10 @@ SpriteRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
- m_SortingLayerID: 0
- m_SortingLayer: 0
+ m_SortingLayerID: 652617267
+ m_SortingLayer: -6
m_SortingOrder: 0
- m_Sprite: {fileID: 7482667652216324306, guid: 311925a002f4447b3a28927169b83ea6, type: 3}
+ m_Sprite: {fileID: 1805018772, guid: 97a250d50f6857443aa7d823bbe36304, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
@@ -259,7 +259,7 @@ BoxCollider2D:
m_IsTrigger: 0
m_UsedByEffector: 0
m_UsedByComposite: 0
- m_Offset: {x: 0, y: 0.4}
+ m_Offset: {x: -0.06503487, y: 0.33911598}
m_SpriteTilingProperty:
border: {x: 0, y: 0, z: 0, w: 0}
pivot: {x: 0, y: 0}
@@ -270,7 +270,7 @@ BoxCollider2D:
adaptiveTiling: 0
m_AutoTiling: 0
serializedVersion: 2
- m_Size: {x: 0.6, y: 0.8}
+ m_Size: {x: 1.6211891, y: 0.67823195}
m_EdgeRadius: 0
--- !u!114 &6958071664500836132
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:
m_ObjectHideFlags: 0
@@ -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:
- component: {fileID: 3621416060650874532}
- - component: {fileID: 6286538159834431098}
- component: {fileID: 8468978500168207169}
- component: {fileID: 9135205194319985817}
+ - 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:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 6788684755218838016}
- m_Enabled: 1
- m_Density: 1
- m_Material: {fileID: 0}
- m_IncludeLayers:
- serializedVersion: 2
- m_Bits: 0
- m_ExcludeLayers:
- serializedVersion: 2
- 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
--- !u!114 &8468978500168207169
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -701,6 +676,51 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
_repeatInterval: 0.5
+--- !u!61 &1887787146703163998
+BoxCollider2D:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 6788684755218838016}
+ m_Enabled: 1
+ m_Density: 1
+ m_Material: {fileID: 0}
+ m_IncludeLayers:
+ serializedVersion: 2
+ m_Bits: 0
+ m_ExcludeLayers:
+ serializedVersion: 2
+ 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: 0
+ m_UsedByEffector: 0
+ m_UsedByComposite: 0
+ m_Offset: {x: -0.06503487, y: 0.33911598}
+ m_SpriteTilingProperty:
+ border: {x: 0, y: 0, z: 0, w: 0}
+ pivot: {x: 0, y: 0}
+ oldSize: {x: 0, y: 0}
+ newSize: {x: 0, y: 0}
+ adaptiveTilingThreshold: 0
+ drawMode: 0
+ adaptiveTiling: 0
+ m_AutoTiling: 0
+ serializedVersion: 2
+ m_Size: {x: 1.6211891, y: 0.67823195}
+ m_EdgeRadius: 0
--- !u!1 &8344198090396325649
GameObject:
m_ObjectHideFlags: 0
@@ -710,8 +730,8 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 8414909081001592724}
- - component: {fileID: 4942549498281190624}
- component: {fileID: 7843048500329562790}
+ - component: {fileID: 7955135162290383335}
m_Layer: 27
m_Name: HurtBox
m_TagString: Untagged
@@ -734,8 +754,22 @@ Transform:
m_Children: []
m_Father: {fileID: 1584616613766364365}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!70 &4942549498281190624
-CapsuleCollider2D:
+--- !u!114 &7843048500329562790
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 8344198090396325649}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: d7b7a233d7f70aa4f86b473412b826de, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ _onDamageDealt: {fileID: 11400000, guid: eebd58cfef3527940949a8a7655a343b, type: 2}
+ _onHitConfirmed: {fileID: 11400000, guid: a67d56f5124e0db4f98f326c74be8091, type: 2}
+--- !u!61 &7955135162290383335
+BoxCollider2D:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
@@ -763,23 +797,19 @@ CapsuleCollider2D:
m_CallbackLayers:
serializedVersion: 2
m_Bits: 4294967295
- m_IsTrigger: 1
+ m_IsTrigger: 0
m_UsedByEffector: 0
m_UsedByComposite: 0
- m_Offset: {x: 0, y: 0.375}
- m_Size: {x: 0.55, y: 0.75}
- m_Direction: 0
---- !u!114 &7843048500329562790
-MonoBehaviour:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 8344198090396325649}
- m_Enabled: 1
- m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: d7b7a233d7f70aa4f86b473412b826de, type: 3}
- m_Name:
- m_EditorClassIdentifier:
- _onDamageDealt: {fileID: 11400000, guid: eebd58cfef3527940949a8a7655a343b, type: 2}
- _onHitConfirmed: {fileID: 11400000, guid: a67d56f5124e0db4f98f326c74be8091, type: 2}
+ m_Offset: {x: -0.06503487, y: 0.33911598}
+ m_SpriteTilingProperty:
+ border: {x: 0, y: 0, z: 0, w: 0}
+ pivot: {x: 0, y: 0}
+ oldSize: {x: 0, y: 0}
+ newSize: {x: 0, y: 0}
+ adaptiveTilingThreshold: 0
+ drawMode: 0
+ adaptiveTiling: 0
+ m_AutoTiling: 0
+ serializedVersion: 2
+ m_Size: {x: 1.6211891, y: 0.67823195}
+ m_EdgeRadius: 0
diff --git a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
index a74253f0..6bced0ff 100644
--- a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
+++ b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
@@ -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();
}
+ ///
+ /// 给组件上的 Animancer ClipTransition 字段赋 AnimationClip(写嵌套 _Clip)。
+ /// 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")。
+ ///
+ private static void AssignClipTransition(Object target, string propName, string clipName, string pathContains, List 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(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 report, bool required, params string[] candidates)
{
Object asset = FindFirstAsset(candidates);
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
index 778f2e10..edba583e 100644
--- a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
+++ b/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
@@ -5,16 +5,17 @@ using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
///
- /// 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.md(E001 状态机 Skill_Start/Loop/End)。
///
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();
}
diff --git a/Assets/_Game/Scripts/Enemies/EnemyBase.cs b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
index 8bfae856..85f5b86f 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyBase.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
@@ -416,16 +416,27 @@ namespace BaseGames.Enemies
ScheduleStateRecovery(EnemyStateType.Stagger, staggerDuration);
}
- /// 按当前移动模式播放步态动画(由 EnemyLocomotion 在模式变化时调用)。
+ // 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;
+ /// 是否处于一次性招式动画锁定中(步态不应覆盖)。
+ public bool IsAnimLocked => Time.time < _animLockUntil;
+ /// 锁定动画 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)。
+ public void LockAnim(float duration) => _animLockUntil = Time.time + Mathf.Max(0f, duration);
+
+ ///
+ /// 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()不覆盖。
+ ///
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);
diff --git a/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs b/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs
index 5a464aa7..b1746cf4 100644
--- a/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs
+++ b/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs
@@ -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)
{