diff --git a/Assets/_Game/Scripts/Editor/BaseGames.Editor.asmdef b/Assets/_Game/Scripts/Editor/BaseGames.Editor.asmdef
index 4a57d278..fa386782 100644
--- a/Assets/_Game/Scripts/Editor/BaseGames.Editor.asmdef
+++ b/Assets/_Game/Scripts/Editor/BaseGames.Editor.asmdef
@@ -24,7 +24,6 @@
"BaseGames.Feedback",
"BaseGames.Dialogue",
"BaseGames.Progression",
- "PathBerserker2d",
"Unity.Cinemachine",
"Kybernetik.Animancer",
"BaseGames.Animation",
diff --git a/Assets/_Game/Scripts/Editor/Enemies/Navigation/NavSurfaceBakeShortcut.cs b/Assets/_Game/Scripts/Editor/Enemies/Navigation/NavSurfaceBakeShortcut.cs
deleted file mode 100644
index ab0305a1..00000000
--- a/Assets/_Game/Scripts/Editor/Enemies/Navigation/NavSurfaceBakeShortcut.cs
+++ /dev/null
@@ -1,86 +0,0 @@
-using System.Reflection;
-using UnityEditor;
-using UnityEngine;
-using PathBerserker2d;
-
-namespace BaseGames.Editor
-{
- ///
- /// 快捷键:BaseGames → Tools → Bake All NavSurfaces(Ctrl+Shift+B)
- /// 烘焙当前场景中所有 PathBerserker2d NavSurface 的导航网格。
- /// 等效于在每个 NavSurface Inspector 中逐一点击 "Bake"。
- ///
- public static class NavSurfaceBakeShortcut
- {
- // NavSurface.StartBakeJob() 和 NavSurface.BakeJob 均为 internal,通过反射访问。
- private static readonly MethodInfo s_startBakeJobMethod =
- typeof(NavSurface).GetMethod("StartBakeJob", BindingFlags.NonPublic | BindingFlags.Instance);
- private static readonly PropertyInfo s_bakeJobProp =
- typeof(NavSurface).GetProperty("BakeJob", BindingFlags.NonPublic | BindingFlags.Instance);
-
- [MenuItem("BaseGames/Scene/Bake All NavSurfaces %#b", priority = 100)]
- public static void BakeAll()
- {
- var surfaces = Object.FindObjectsByType(FindObjectsSortMode.None);
- if (surfaces.Length == 0)
- {
- Debug.Log("[NavSurfaceBake] 当前场景没有找到 NavSurface 组件。");
- return;
- }
-
- int count = 0;
- foreach (var surface in surfaces)
- {
- if (surface == null) continue;
-
- s_startBakeJobMethod?.Invoke(surface, null);
- EditorApplication.update -= MakeWatcher(surface);
- EditorApplication.update += MakeWatcher(surface);
- count++;
- }
-
- Debug.Log($"[NavSurfaceBake] 开始烘焙 {count} 个 NavSurface……");
- }
-
- [MenuItem("BaseGames/Scene/Bake All NavSurfaces %#b", validate = true)]
- private static bool BakeAllValidate()
- {
- // 仅在非 Play Mode 时可用(NavSurface.Bake 仅支持编辑器模式)
- return !Application.isPlaying;
- }
-
- // ── 每个 NavSurface 独立监听烘焙完成 ──────────────────────────────
-
- private static EditorApplication.CallbackFunction MakeWatcher(NavSurface surface)
- {
- EditorApplication.CallbackFunction watcher = null;
- watcher = () =>
- {
- if (surface == null)
- {
- EditorApplication.update -= watcher;
- return;
- }
-
- var bakeJob = s_bakeJobProp?.GetValue(surface);
- if (bakeJob == null)
- {
- EditorApplication.update -= watcher;
- return;
- }
-
- bool isFinished = (bool)bakeJob.GetType()
- .GetProperty("IsFinished")!.GetValue(bakeJob);
- if (isFinished)
- {
- EditorApplication.update -= watcher;
- EditorUtility.SetDirty(surface);
- float totalTime = (float)bakeJob.GetType()
- .GetProperty("TotalBakeTime")!.GetValue(bakeJob);
- Debug.Log($"[NavSurfaceBake] ✓ {surface.name} 烘焙完成({totalTime} ms)");
- }
- };
- return watcher;
- }
- }
-}
diff --git a/Assets/_Game/Scripts/Editor/Enemies/Navigation/NavSurfaceBakeShortcut.cs.meta b/Assets/_Game/Scripts/Editor/Enemies/Navigation/NavSurfaceBakeShortcut.cs.meta
deleted file mode 100644
index 723f231f..00000000
--- a/Assets/_Game/Scripts/Editor/Enemies/Navigation/NavSurfaceBakeShortcut.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 291f3b33fb176b8469ebaaa8afa317ba
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
index 76fd65f9..0d342133 100644
--- a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
+++ b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
@@ -21,7 +21,6 @@ using BaseGames.Player;
using BaseGames.Player.States;
using BaseGames.Skills;
using BaseGames.World;
-using PathBerserker2d;
using Unity.Cinemachine;
using UnityEditor;
using UnityEngine;
@@ -303,10 +302,7 @@ namespace BaseGames.Editor
EnemyBase enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
EnemyMovement movement = GetOrAddComponent(go);
- GetOrAddComponent(go);
- NavAgent navAgent = GetOrAddComponent(go);
- AssignBool(navAgent, "allowCloseEnoughPath", true); // 追击近似目标(玩家常不在导航段上)寻路到最近可达点
- GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
+ GetOrAddComponent(go); // 地面导航(直接移动,无寻路图)
PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
var (hurtBox, bodyContact, contactHitBox) =
@@ -405,7 +401,7 @@ namespace BaseGames.Editor
SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "los" }, report);
report.Add("填写 _bossId。");
- report.Add("★ 挂载 BossSkillExecutor 并指定 BossSkillSO 列表(技能执行层);NavAgent 需手工添加。");
+ report.Add("★ 挂载 BossSkillExecutor 并指定 BossSkillSO 列表(技能执行层)。");
report.Add("★ AI(BrainGraph):先写一个 [AiDefinition(\"\")] 的 AiScript 子类," +
"再挂 EnemyAiBrain 组件并把 _definitionId 设为该 id。");
report.Add("多阶段 Boss 可在此 GameObject 上继续 AddComponent 阶段切换控制器。");
@@ -448,10 +444,7 @@ namespace BaseGames.Editor
EnemyBase enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
EnemyMovement movement = GetOrAddComponent(go);
- GetOrAddComponent(go);
- NavAgent navAgent = GetOrAddComponent(go);
- AssignBool(navAgent, "allowCloseEnoughPath", true); // 追击近似目标(玩家常不在导航段上)寻路到最近可达点
- GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
+ GetOrAddComponent(go); // 地面导航(直接移动,无寻路图)
PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
var (hurtBox, bodyContact, contactHitBox) =
@@ -545,9 +538,7 @@ namespace BaseGames.Editor
EnemyBase enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
EnemyMovement movement = GetOrAddComponent(go);
- GetOrAddComponent(go);
- GetOrAddComponent(go);
- GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
+ GetOrAddComponent(go); // 地面导航(直接移动,无寻路图)
PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
// HurtBox + ContactDamageZone(身体接触伤害常驻开启;HurtBox 悬挂期外关闭见下)
@@ -647,10 +638,7 @@ namespace BaseGames.Editor
EnemyBase enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
EnemyMovement movement = GetOrAddComponent(go);
- GetOrAddComponent(go);
- NavAgent navAgent = GetOrAddComponent(go);
- AssignBool(navAgent, "allowCloseEnoughPath", true); // 追击近似目标(玩家常不在导航段上)寻路到最近可达点
- GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
+ GetOrAddComponent(go); // 地面导航(直接移动,无寻路图)
PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
var (hurtBox, bodyContact, contactHitBox) =
@@ -739,9 +727,7 @@ namespace BaseGames.Editor
EnemyStats enemyStats = GetOrAddComponent(go);
EnemyFeedback feedback = GetOrAddComponent(go);
EnemyMovement movement = GetOrAddComponent(go);
- GetOrAddComponent(go);
- GetOrAddComponent(go);
- GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
+ GetOrAddComponent(go); // 地面导航(直接移动,无寻路图)
PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
var (hurtBox, bodyContact, contactHitBox) =
@@ -870,9 +856,7 @@ namespace BaseGames.Editor
EnemyBase enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
EnemyMovement movement = GetOrAddComponent(go);
- GetOrAddComponent(go);
- GetOrAddComponent(go);
- GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
+ GetOrAddComponent(go); // 地面导航(直接移动,无寻路图)
PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
var (hurtBox, bodyContact, contactHitBox) =
@@ -982,10 +966,7 @@ namespace BaseGames.Editor
EnemyBase enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
EnemyMovement movement = GetOrAddComponent(go);
- GetOrAddComponent(go);
- NavAgent navAgent = GetOrAddComponent(go);
- AssignBool(navAgent, "allowCloseEnoughPath", true); // 追击近似目标(玩家常不在导航段上)寻路到最近可达点
- GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
+ GetOrAddComponent(go); // 地面导航(直接移动,无寻路图)
PhysicsPerceptionSystem sensorHub = GetOrAddComponent(go);
var (hurtBox, bodyContact, contactHitBox) =
@@ -1086,9 +1067,7 @@ namespace BaseGames.Editor
EnemyStats bossStats = GetOrAddComponent(go);
EnemyFeedback feedback = GetOrAddComponent(go);
EnemyMovement movement = GetOrAddComponent(go);
- GetOrAddComponent(go);
- GetOrAddComponent(go);
- GetOrAddComponent(go); // required by EnemyNavAgent [RequireComponent]
+ GetOrAddComponent(go); // 地面导航(直接移动,无寻路图)
BossSkillExecutor skillExec = GetOrAddComponent(go);
ChaoFengFloatController floatCtrl = GetOrAddComponent(go);
ChaoFengKnockdownCounter knockdown = GetOrAddComponent(go);
@@ -2082,22 +2061,6 @@ namespace BaseGames.Editor
MarkDirtyAndLog("Tilemap Ground", gridGo, report);
}
- [MenuItem("BaseGames/Scene/Place/Nav Surface", priority = 170)]
- public static void PlaceNavSurface()
- {
- var report = new List();
-
- GameObject go = new GameObject("NavSurface");
- Undo.RegisterCreatedObjectUndo(go, "Place Nav Surface");
- go.transform.position = GetDropPosition();
- GetOrAddComponent(go);
-
- report.Add("NavSurface 已添加。在 Inspector 中点击 Bake 生成导航网格。");
-
- Selection.activeGameObject = go;
- MarkDirtyAndLog("Nav Surface", go, report);
- }
-
[MenuItem("BaseGames/Scene/Place/Obstacle (Static)", priority = 190)]
public static void PlaceObstacle()
{
@@ -2185,14 +2148,14 @@ namespace BaseGames.Editor
col = box;
break;
}
- AlignColliderBottomToPivot(col); // 底部对齐 y=0:原点=脚底,供 NavAgent 检测原点落在导航线上
+ AlignColliderBottomToPivot(col); // 底部对齐 y=0:原点=脚底
return col;
}
///
/// 把碰撞体底部对齐到 transform 原点(y=0)——原点即脚底。
- /// PathBerserker2d NavAgent 用 transform 原点(0,0)判定是否在导航段上,故所有创建物的碰撞体底部须在 y=0,
- /// 否则站到地面时原点悬在导航线上方,导致 HasValidPosition=False、寻路失效。
+ /// 所有创建物的碰撞体底部对齐 y=0(原点=脚底),使地面探测与站位判定以脚底为基准,
+ /// 否则站到地面时原点悬在地面上方,导致地面检测/落点判定出现偏差。
///
private static void AlignColliderBottomToPivot(Collider2D col)
{
diff --git a/Assets/_Game/Scripts/Editor/Scene/SceneScaffoldTools.cs b/Assets/_Game/Scripts/Editor/Scene/SceneScaffoldTools.cs
index c091f8c2..4f45ce31 100644
--- a/Assets/_Game/Scripts/Editor/Scene/SceneScaffoldTools.cs
+++ b/Assets/_Game/Scripts/Editor/Scene/SceneScaffoldTools.cs
@@ -15,7 +15,6 @@ using BaseGames.UI.Splash;
using BaseGames.World;
using BaseGames.World.Map;
using BaseGames.World.Streaming;
-using PathBerserker2d;
using Unity.Cinemachine;
using UnityEditor;
using UnityEditor.SceneManagement;
@@ -764,10 +763,6 @@ namespace BaseGames.Editor
groundRb.bodyType = RigidbodyType2D.Static;
GetOrAddComponent(groundTileGo);
- // NavSurface for PathBerserker2d
- GameObject navGo = GetOrCreateChild(envGroup, "NavSurface").gameObject;
- GetOrAddComponent(navGo);
-
// ── [Transitions] ──────────────────────────────────────────────
GetOrCreateChild(root.transform, "[Transitions]");
@@ -813,7 +808,7 @@ namespace BaseGames.Editor
else
report.Add($"MapRoomDataSO 已存在({roomSoPath}),请确认其 RoomId / Exits 与场景保持同步。");
report.Add("绑定 LensConfig SO 后单击 Inspector 中「从可视区域更新限位区域」计算正确的 BoxCollider。");
- report.Add("使用 Tile Palette 在 Ground Tilemap 上绘制地形,然后在 NavSurface Inspector 中点击 Bake。");
+ report.Add("使用 Tile Palette 在 Ground Tilemap 上绘制地形。");
report.Add("[Transitions] 子节点下使用 BaseGames/Scene/Place/Room Transition 添加过渡点。");
MarkDirtyAndLog("Game Room 脚手架", root, report);
diff --git a/Assets/_Game/Scripts/Enemies/IPathAgent.cs b/Assets/_Game/Scripts/Enemies/IPathAgent.cs
deleted file mode 100644
index bc41b14a..00000000
--- a/Assets/_Game/Scripts/Enemies/IPathAgent.cs
+++ /dev/null
@@ -1,127 +0,0 @@
-using System;
-using UnityEngine;
-
-namespace BaseGames.Enemies
-{
- // ── 连接段类型(映射 PB2d LinkTypeName 字符串)───────────────────────
- public enum NavLinkType
- {
- None,
- Segment, // 普通地面/平台段
- Jump,
- Fall,
- Corner,
- Climb,
- Elevator,
- Teleport,
- Custom
- }
-
- ///
- /// 导航代理抽象接口(架构 07_EnemyModule §5)。
- /// EnemyBase 和 BD Task 只依赖此接口,不依赖具体导航库。
- /// 实现:EnemyNavAgent(PathBerserker2d);测试用 NullPathAgent。
- ///
- public interface IPathAgent
- {
- // ── 核心移动 ────────────────────────────────────────────────────
- /// 请求移动到世界坐标 target。
- void RequestMoveTo(Vector2 target);
-
- /// 立即停止导航(清除路径)。
- void StopNavigation();
-
- /// 是否已到达目标(距离 ≤ stoppingDistance)。
- bool IsAtDestination();
-
- /// 运行时覆盖移动速度。
- void SetSpeed(float speed);
-
- /// 当前帧是否在移动(速度 > 0.01 且有有效路径)。
- bool IsMoving { get; }
-
- /// 是否接近平台边缘(脚下或前方无地面时为 true)。
- bool IsNearEdge();
-
- // ── 连接段感知(NavLink 平台跳跃/爬梯/传送)─────────────────────
- /// 当前是否正在穿越连接段(跳跃/下落/爬梯等)。
- bool IsOnLink { get; }
-
- /// 当前正在穿越的连接段类型;不在连接段时为 None。
- NavLinkType CurrentLinkType { get; }
-
- /// 当前连接段的起始世界坐标;不在连接段时为 Vector2.zero。
- Vector2 CurrentLinkStart { get; }
-
- /// 当前连接段的目标世界坐标;不在连接段时为 Vector2.zero。
- Vector2 CurrentLinkEnd { get; }
-
- /// 检查目标是否可以从当前位置导航到达(同步轻量查询)。
- bool CanReach(Vector2 target);
-
- /// 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();
-
- ///
- /// 目标点吸附:把任意世界 映射到最近可行走段、并按敌人身体宽度从段两端内缩,
- /// 得到"身体真正站得住"的点 (避免落在角色宽度站不住的崖沿被移动层夹停)。
- /// 身体宽度只属于导航执行层——意图层(AI/Locomotion)递原始目标即可,无需自行计算宽度。
- /// target 离导航面太远(超出搜索半径)时返回 false,standable 回落为原始 target。
- ///
- bool ResolveStandablePoint(Vector2 target, out Vector2 standable);
-
- ///
- /// 上次寻路移动是否因目标不可达/被挡而受阻(走到最近可达点或原地停下,而非到达原目标)。
- /// 供意图层(Locomotion)判断本次移动应否视为结算/推进。对新目标 RequestMoveTo 后复位。
- ///
- bool LastMoveObstructed { get; }
-
- /// 取上次寻路失败时算出的最近可达世界点(尽力贴近目标的点)。无则返回 false。
- bool TryGetClosestReachable(out Vector2 worldPos);
-
- // ── 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;
-
- /// 连接段穿越完成时触发。
- event Action OnLinkCompleted;
-
- /// 路径寻路失败事件(目标不可达时触发)。
- event Action OnNavPathFailed;
-
- /// 到达目标事件(替代轮询 IsAtDestination)。
- event Action OnGoalReached;
- }
-
- // ── 无导航 / 测试用空实现 ─────────────────────────────────────────────
- public sealed class NullPathAgent : IPathAgent
- {
- public void RequestMoveTo(Vector2 _) { }
- public void StopNavigation() { }
- public bool IsAtDestination() => true;
- public void SetSpeed(float _) { }
- public bool IsMoving => false;
- public bool IsNearEdge() => false;
- public bool IsOnLink => false;
- public NavLinkType CurrentLinkType => NavLinkType.None;
- public Vector2 CurrentLinkStart => Vector2.zero;
- public Vector2 CurrentLinkEnd => Vector2.zero;
- public bool CanReach(Vector2 _) => false;
- public bool WalkToRandom() => false;
- public bool WalkToRandomOnSegment() => false;
- public bool ResolveStandablePoint(Vector2 target, out Vector2 standable) { standable = target; return false; }
- public bool LastMoveObstructed => false;
- public bool TryGetClosestReachable(out Vector2 worldPos) { worldPos = Vector2.zero; return false; }
- public event Action OnLinkStarted { add { } remove { } }
- public event Action OnLinkCompleted{ add { } remove { } }
- public event Action OnNavPathFailed { add { } remove { } }
- public event Action OnGoalReached { add { } remove { } }
- }
-}
diff --git a/Assets/_Game/Scripts/Enemies/IPathAgent.cs.meta b/Assets/_Game/Scripts/Enemies/IPathAgent.cs.meta
deleted file mode 100644
index b9f413ea..00000000
--- a/Assets/_Game/Scripts/Enemies/IPathAgent.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 99f648f6975de20469192afe7fcc4e0a
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Enemies/Navigation/BaseGames.Enemies.Navigation.asmdef b/Assets/_Game/Scripts/Enemies/Navigation/BaseGames.Enemies.Navigation.asmdef
index be5a1583..9a1c2d72 100644
--- a/Assets/_Game/Scripts/Enemies/Navigation/BaseGames.Enemies.Navigation.asmdef
+++ b/Assets/_Game/Scripts/Enemies/Navigation/BaseGames.Enemies.Navigation.asmdef
@@ -9,8 +9,7 @@
"rootNamespace": "BaseGames.Enemies.Navigation",
"references": [
"BaseGames.Enemies",
- "BaseGames.AI",
- "PathBerserker2d"
+ "BaseGames.AI"
],
"autoReferenced": true,
"overrideReferences": false,
diff --git a/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs b/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs
deleted file mode 100644
index f9ee5561..00000000
--- a/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs
+++ /dev/null
@@ -1,391 +0,0 @@
-using UnityEngine;
-using PathBerserker2d;
-using BaseGames.Enemies;
-using System;
-using System.Collections.Generic;
-
-namespace BaseGames.Enemies.Navigation
-{
- ///
- /// PathBerserker2d 导航代理包装器(架构 07_EnemyModule §5 能力驱动版)。
- ///
- /// 设计原则:
- ///
- /// - 连接段穿越(跳跃/攀爬/传送等)委托给 能力组件执行
- /// - 能力自行驱动动画 + 物理,本组件只做"调度 → 等回调 → 通知 PB2d 继续"
- /// - 无对应能力时自动回退到 TransformBasedMovement(兜底行为)
- /// - Awake 自动发现 GameObject 上的全部 INavLinkHandler,并禁用 TBM 对应 FeatureFlag
- ///
- ///
- [RequireComponent(typeof(NavAgent))]
- [RequireComponent(typeof(TransformBasedMovement))]
- public class EnemyNavAgent : MonoBehaviour, IPathAgent
- {
- // ── 序列化 ──────────────────────────────────────────────────────
- [Tooltip("边缘检测前向距离(m)")]
- [SerializeField] private float _edgeCheckFwdOffset = 0.3f;
- [Tooltip("边缘检测向下射线长度(m)")]
- [SerializeField] private float _edgeCheckDownLen = 0.6f;
- [Tooltip("边缘检测 LayerMask(留空 = 所有层)")]
- [SerializeField] private LayerMask _groundMask = ~0;
-
- [Header("重寻路防抖(PathBerserker2d 不可每帧 UpdatePath,否则路径永远算不完)")]
- [Tooltip("目标位移阈值(m):目标移动超过此值才重算路径")]
- [SerializeField] private float _repathTargetThreshold = 0.5f;
- [Tooltip("两次重算最小间隔(s):留出跨帧路径计算完成的时间")]
- [SerializeField] private float _repathMinInterval = 0.25f;
-
- [Header("目标点吸附")]
- [Tooltip("把巡逻/移动目标吸附到最近可行走段时,允许目标离最近段的最大真实距离(m)。语义同 PB2d 的 " +
- "closestToSegmentMaxDistance——想多大就多大;只要目标在此距离内一定吸附得到。仅当目标离所有" +
- "烘焙段都超过此值(真正脱离导航面)才判失败。")]
- [SerializeField] private float _maxSnapDistance = 10f;
-
- [Header("受阻检测(寻路移动无进展即判被挡)")]
- [Tooltip("卡死检测窗口时长(s):段上移动时,此时长内朝子目标推进小于阈值即判受阻")]
- [SerializeField] private float _stuckWindowSeconds = 0.5f;
- [Tooltip("卡死推进阈值(m):窗口内朝子目标的距离缩小不足此值即判卡死")]
- [SerializeField] private float _stuckMinProgress = 0.05f;
-
- // 重寻路防抖状态
- private Vector2 _lastPathGoal;
- private bool _hasPathGoal;
- private float _lastPathTime;
-
- // ── IPathAgent 公开状态 ────────────────────────────────────────
- public bool IsMoving => _navAgent != null && _navAgent.IsFollowingAPath;
- public bool IsOnLink => _navAgent != null && _navAgent.IsOnLink;
- public NavLinkType CurrentLinkType => _currentLinkType;
- public Vector2 CurrentLinkStart => _currentLinkStart;
- public Vector2 CurrentLinkEnd => _currentLinkEnd;
-
- /// 上次寻路移动是否因不可达/被挡而受阻(走到最近点或原地停,而非到达原目标)。新目标 RequestMoveTo 后复位。
- public bool LastMoveObstructed => _lastMoveObstructed;
-
- /// 取上次寻路失败时算出的最近可达世界点。无则返回 false。
- public bool TryGetClosestReachable(out Vector2 worldPos)
- {
- if (_navAgent != null) return _navAgent.TryGetClosestReachablePosition(out worldPos);
- worldPos = Vector2.zero;
- return false;
- }
-
- // ── IPathAgent 事件 ────────────────────────────────────────────
- public event Action OnLinkStarted;
- public event Action OnLinkCompleted;
- public event Action OnNavPathFailed;
- public event Action OnGoalReached;
-
- // ── 私有 ────────────────────────────────────────────────────────
- private NavAgent _navAgent;
- private TransformBasedMovement _movement;
- private EnemyMovement _enemyMovement;
-
- // 能力 handler 注册表(NavLinkType → INavLinkHandler)
- private readonly Dictionary _handlers
- = new Dictionary();
- private INavLinkHandler _activeHandler;
-
- // 受阻状态(供意图层结算)
- private bool _lastMoveObstructed;
- private bool _redirectedToClosest; // 本轮已改道到最近点,避免每帧重复下发
- private bool _obstructionSignal; // 受阻信号(寻路失败/卡死),延后到 FixedUpdate 统一处理
- // 卡死检测窗口
- private StallDetector _segStall;
-
- // 连接段状态缓存
- private NavLinkType _currentLinkType = NavLinkType.None;
- private bool _wasNavOnSegment;
- private Vector2 _currentLinkStart;
- private Vector2 _currentLinkEnd;
-
- // ── 初始化 ─────────────────────────────────────────────────────
- private void Awake()
- {
- _navAgent = GetComponent();
- _movement = GetComponent();
- _enemyMovement = GetComponent();
-
- // 物理原生移动:禁用 TBM 段移动——不让它直接写 transform.position(会与 Dynamic 刚体物理冲突)。
- // 段上的水平移动改由 EnemyMovement 用 velocity 执行、刚体重力保持贴地(见 FixedUpdate)。
- if (_movement != null)
- _movement.enabledFeatures &= ~TransformBasedMovement.FeatureFlags.SegmentMovement;
-
- // 自动发现 INavLinkHandler 组件并注册(包含子对象)
- foreach (var handler in GetComponentsInChildren(true))
- RegisterLinkHandler(handler);
-
- _navAgent.OnStartLinkTraversal += HandleLinkStart;
- _navAgent.OnSegmentTraversal += HandleSegmentTraversal;
- _navAgent.OnFailedToFindPath += HandlePathFailed;
- _navAgent.OnReachedGoal += HandleGoalReached;
-
- _segStall = new StallDetector(_stuckWindowSeconds, _stuckMinProgress);
- }
-
- private void OnDestroy()
- {
- if (_navAgent == null) return;
- _navAgent.OnStartLinkTraversal -= HandleLinkStart;
- _navAgent.OnSegmentTraversal -= HandleSegmentTraversal;
- _navAgent.OnFailedToFindPath -= HandlePathFailed;
- _navAgent.OnReachedGoal -= HandleGoalReached;
- }
-
- // ── Handler 注册 ───────────────────────────────────────────────
- ///
- /// 注册能力为某连接段类型的处理器。
- /// 注册后 TransformBasedMovement 中对应 FeatureFlag 将被禁用,由能力全权负责该类型穿越。
- ///
- public void RegisterLinkHandler(INavLinkHandler handler)
- {
- if (handler == null) return;
- foreach (var type in handler.HandledLinkTypes)
- {
- _handlers[type] = handler;
- // 禁用 TBM 对该类型的处理,完全交给能力
- var flag = TypeToFeatureFlag(type);
- if (flag != 0 && _movement != null)
- _movement.enabledFeatures &= ~flag;
- }
- }
-
- /// 移除某处理器(例如能力被永久禁用时)。TBM FeatureFlag 自动恢复。
- public void UnregisterLinkHandler(INavLinkHandler handler)
- {
- if (handler == null) return;
- foreach (var type in handler.HandledLinkTypes)
- {
- if (_handlers.TryGetValue(type, out var registered) && ReferenceEquals(registered, handler))
- {
- _handlers.Remove(type);
- // 恢复 TBM 对该类型的处理
- var flag = TypeToFeatureFlag(type);
- if (flag != 0 && _movement != null)
- _movement.enabledFeatures |= flag;
- }
- }
- }
-
- // ── IPathAgent ─────────────────────────────────────────────────
- public void RequestMoveTo(Vector2 target)
- {
- if (_navAgent == null) return;
- // PathBerserker2d 明确警告不可每帧 UpdatePath(路径计算跨帧,每帧重启则永不完成、agent 永不移动)。
- // 防抖:目标未明显移动 且 距上次重算不足间隔 → 跳过,让当前路径算完并跟随。
- if (_hasPathGoal
- && Vector2.Distance(target, _lastPathGoal) < _repathTargetThreshold
- && Time.time - _lastPathTime < _repathMinInterval)
- return;
-
- _lastPathGoal = target;
- _hasPathGoal = true;
- _lastPathTime = Time.time;
- _lastMoveObstructed = false; // 新目标 → 复位受阻态
- _redirectedToClosest = false;
- ResetStuckWindow();
- _navAgent.UpdatePath(target);
- }
-
- public void StopNavigation()
- {
- _activeHandler?.AbortLinkTraversal();
- _activeHandler = null;
- _hasPathGoal = false; // 复位防抖,下次请求立即重新寻路
- _navAgent?.Stop();
- }
-
- public bool IsAtDestination() => _navAgent == null || _navAgent.IsIdle;
-
- public void SetSpeed(float speed)
- {
- if (_movement != null) _movement.movementSpeed = speed;
- }
-
- public bool CanReach(Vector2 target) => _navAgent?.CanReach(target) ?? false;
-
- 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;
-
- // 目标点吸附:把任意世界目标映射到最近可行走段、并按身体宽度(EdgeSafeMargin)从段两端内缩,
- // 得到"身体真正站得住"的点。身体宽度是本执行层独占的知识——意图层(AI/Locomotion)只递原始目标。
- // 用 PB2d 映射任意点到导航面的机制(_maxSnapDistance 内一定命中最近段);返回 false 仅表示目标真正脱离导航面。
- public bool ResolveStandablePoint(Vector2 target, out Vector2 standable)
- {
- if (_navAgent == null) { standable = target; return false; }
- float margin = _enemyMovement != null ? _enemyMovement.EdgeSafeMargin : 0f;
- return _navAgent.TryGetStandablePointNear(target, _maxSnapDistance, margin, out standable);
- }
-
- public bool IsNearEdge()
- {
- var origin = (Vector2)transform.position;
- var facing = transform.localScale.x >= 0f ? Vector2.right : Vector2.left;
- return !Physics2D.Raycast(origin + facing * _edgeCheckFwdOffset,
- Vector2.down, _edgeCheckDownLen, _groundMask);
- }
-
- // ── 底层 NavAgent 直接访问 ──────────────────────────────────────
- /// 原始 PB2d NavAgent,供需要 PB2d 高级功能的能力直接使用。
- public NavAgent RawNavAgent => _navAgent;
-
- // ── 连接段调度核心 ─────────────────────────────────────────────
- private void HandleLinkStart(NavAgent agent)
- {
- var seg = agent.CurrentPathSegment;
- _currentLinkType = ParseLinkType(seg?.link?.LinkTypeName);
- _currentLinkStart = seg?.LinkStart ?? Vector2.zero;
- _currentLinkEnd = seg?.LinkEnd ?? Vector2.zero;
-
- OnLinkStarted?.Invoke(_currentLinkType);
-
- if (_handlers.TryGetValue(_currentLinkType, out var handler))
- {
- if (handler.CanHandleLink(_currentLinkType, _currentLinkStart, _currentLinkEnd))
- {
- _activeHandler = handler;
- handler.BeginLinkTraversal(_currentLinkType, _currentLinkStart, _currentLinkEnd,
- onComplete: () =>
- {
- _activeHandler = null;
- _navAgent?.CompleteLinkTraversal();
- });
- return;
- }
-
- // CanHandleLink 返回 false 且 TBM 已禁用 → NavAgent 会卡住,警告设计者
- Debug.LogWarning($"[EnemyNavAgent] '{handler.GetType().Name}' reported CanHandleLink=false " +
- $"for {_currentLinkType} (TBM disabled). NavAgent may stall. " +
- $"Check link distance/height vs. ability parameters.", this);
- }
- // 无 handler → TBM 兜底(其 FeatureFlag 仍开启)
- }
-
- private void HandleSegmentTraversal(NavAgent agent)
- {
- if (_currentLinkType != NavLinkType.None && !agent.IsOnLink)
- {
- var finished = _currentLinkType;
- _currentLinkType = NavLinkType.None;
- _currentLinkStart = Vector2.zero;
- _currentLinkEnd = Vector2.zero;
- OnLinkCompleted?.Invoke(finished);
- }
- }
-
- private void HandlePathFailed(NavAgent _)
- {
- _obstructionSignal = true; // 延后到 FixedUpdate 统一处理,避免在 NavAgent 失败回调内重入 UpdatePath
- OnNavPathFailed?.Invoke();
- }
-
- private void HandleGoalReached(NavAgent _) => OnGoalReached?.Invoke();
-
- // ── 物理原生移动桥 ─────────────────────────────────────────────
- ///
- /// 跟随路径段时:向 写入朝当前子目标的水平方向+速度(由 velocity+重力执行),
- /// 并在到达子目标时推进导航到下一段(TBM 段移动已在 Awake 禁用,改由本组件推进)。
- /// 不直接写 transform.position → 与 Dynamic 刚体物理不冲突,保留击退/击飞/落地等物理反馈。
- ///
- private void FixedUpdate()
- {
- if (_enemyMovement == null || _navAgent == null) return;
-
- bool onSegment = _navAgent.IsMovingOnSegment;
- _enemyMovement.NavDriving = onSegment; // 状态标记(供调试/上层判断"是否导航中")
-
- TickStuckDetection(onSegment);
-
- if (onSegment)
- {
- // 物理原生:朝子目标水平移动,由 EnemyMovement 施加 velocity、刚体重力保持贴地
- float dx = _navAgent.PathSubGoal.x - transform.position.x;
- _enemyMovement.PendingInput.MoveDir = Mathf.Abs(dx) > 0.05f ? Mathf.Sign(dx) : 0f;
- _enemyMovement.PendingInput.MoveSpeed = _movement != null ? _movement.movementSpeed : 0f;
-
- // 段推进:到达当前子目标 → 推进到下一段
- if (_navAgent.HasReachedCurrentSubGoal(0.25f))
- _navAgent.CompleteSegmentTraversal();
- }
- else if (_wasNavOnSegment && !_navAgent.IsFollowingAPath)
- {
- // 导航刚结束(到达目标 / 路径失败)→ 停下水平移动
- _enemyMovement.PendingInput.WantStop = true;
- }
-
- // 受阻信号统一处理(寻路失败/卡死):此处不在 NavAgent 回调内,UpdatePath 安全
- if (_obstructionSignal)
- {
- _obstructionSignal = false;
- ProcessObstruction();
- }
-
- _wasNavOnSegment = onSegment;
- }
-
- // 卡死检测:段上移动时,窗口内净水平位移不足 → 判受阻(覆盖"障碍未进图"的物理空推)。
- // 原实现比较"到子目标的距离缩小量",现统一为净水平位移:不依赖子目标,且绕行时不会误判为卡死。
- private void TickStuckDetection(bool onSegment)
- {
- if (!onSegment) { _segStall.Reset(transform.position.x); return; }
- if (_segStall.Tick(transform.position.x, Time.fixedDeltaTime))
- _obstructionSignal = true; // 窗口内几乎没推进 → 卡死
- }
-
- private void ResetStuckWindow() => _segStall.Reset(transform.position.x);
-
- // 统一受阻处理:尽力改道到最近可达点(走到障碍前),拿不到更近点则停下,交由意图层结算。
- private void ProcessObstruction()
- {
- _lastMoveObstructed = true;
-
- if (!_redirectedToClosest
- && _navAgent.TryGetClosestReachablePosition(out var closest)
- && Vector2.Distance(transform.position, closest) > _repathTargetThreshold)
- {
- _redirectedToClosest = true;
- ResetStuckWindow();
- // 同步防抖记账:改道等价于把当前寻路目标换成 closest,避免 _lastPathGoal/_lastPathTime
- // 停留在原(受阻)目标,导致下一次对新目标的 RequestMoveTo 被防抖误吞。
- _lastPathGoal = closest;
- _lastPathTime = Time.time;
- _navAgent.UpdatePath(closest); // 走向最近可达点
- return;
- }
-
- // 无更近点 / 已在最近点附近(含"障碍未进图"无 closest 数据)→ 停下
- _navAgent.Stop();
- _enemyMovement.PendingInput.WantStop = true;
- }
-
- // ── 工具 ───────────────────────────────────────────────────────
- private static NavLinkType ParseLinkType(string name) => name switch
- {
- "corner" => NavLinkType.Corner,
- "jump" => NavLinkType.Jump,
- "fall" => NavLinkType.Fall,
- "teleport" => NavLinkType.Teleport,
- "climb" => NavLinkType.Climb,
- "elevator" => NavLinkType.Elevator,
- null or "" => NavLinkType.Segment,
- _ => NavLinkType.Custom
- };
-
- /// NavLinkType → TransformBasedMovement.FeatureFlags 映射。
- private static TransformBasedMovement.FeatureFlags TypeToFeatureFlag(NavLinkType type) => type switch
- {
- NavLinkType.Jump => TransformBasedMovement.FeatureFlags.JumpLinks,
- NavLinkType.Fall => TransformBasedMovement.FeatureFlags.FallLinks,
- NavLinkType.Corner => TransformBasedMovement.FeatureFlags.CornerLinks,
- NavLinkType.Climb => TransformBasedMovement.FeatureFlags.ClimbLinks,
- NavLinkType.Elevator => TransformBasedMovement.FeatureFlags.ElevatorLinks,
- NavLinkType.Teleport => TransformBasedMovement.FeatureFlags.TeleportLinks,
- _ => (TransformBasedMovement.FeatureFlags)0
- };
- }
-}
-
diff --git a/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs.meta b/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs.meta
deleted file mode 100644
index 46fd2196..00000000
--- a/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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