@
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:
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@@ -519,6 +519,10 @@ namespace BaseGames.Editor
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AssignAsset(chaseAbility, "_config", report, false, "ABL_E001_Chase");
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AssignReference(chaseAbility, "_contactDamage", bodyContact, report);
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// 追击动画:起手/循环/收招(设计文档 Skill_Start/Loop/End)
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AssignClipTransition(chaseAbility, "_startClip", "Skill_Start", "Enemies/E001", report);
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AssignClipTransition(chaseAbility, "_loopClip", "Skill_Loop", "Enemies/E001", report);
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AssignClipTransition(chaseAbility, "_endClip", "Skill_End", "Enemies/E001", report);
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Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
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if (dmgSrc != null) AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);
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@@ -2292,6 +2296,29 @@ namespace BaseGames.Editor
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so.ApplyModifiedPropertiesWithoutUndo();
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}
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/// <summary>
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/// 给组件上的 Animancer <c>ClipTransition</c> 字段赋 AnimationClip(写嵌套 <c>_Clip</c>)。
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/// 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")。
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/// </summary>
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private static void AssignClipTransition(Object target, string propName, string clipName, string pathContains, List<string> report)
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{
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AnimationClip clip = null;
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foreach (var g in AssetDatabase.FindAssets(clipName + " t:AnimationClip"))
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{
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var p = AssetDatabase.GUIDToAssetPath(g);
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if (System.IO.Path.GetFileNameWithoutExtension(p) == clipName && p.Contains(pathContains))
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{ clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(p); break; }
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}
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if (clip == null) { report?.Add($"★ 缺少动画 clip:{clipName}(路径含 {pathContains})"); return; }
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var so = new SerializedObject(target);
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var sp = so.FindProperty(propName);
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var cp = sp?.FindPropertyRelative("_Clip");
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if (cp == null) { report?.Add($"{target.GetType().Name}.{propName}._Clip 字段不存在,跳过 clip 赋值。"); return; }
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cp.objectReferenceValue = clip;
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so.ApplyModifiedPropertiesWithoutUndo();
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}
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private static void AssignAsset(Object target, string propName, List<string> report, bool required, params string[] candidates)
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{
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Object asset = FindFirstAsset(candidates);
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@@ -5,16 +5,17 @@ using UnityEngine;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>
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/// 循环追击 + 体接触伤害能力(纯执行器)。
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/// 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
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/// 中断本能力(AI decides when to stop, ability implements the chase)。
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/// 可复用于任何需要"追击+接触伤害循环"的敌人。
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/// 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)
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/// → 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)。
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/// 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。
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/// 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)。
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/// </summary>
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public class ContactChaseAbility : EnemyAbilityBase
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{
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[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();
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user