refactor(editor): 脚手架改用 GroundNavigator,移除寻路库引用与导航面放置工具
This commit is contained in:
@@ -1,127 +0,0 @@
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using System;
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using UnityEngine;
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namespace BaseGames.Enemies
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{
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// ── 连接段类型(映射 PB2d LinkTypeName 字符串)───────────────────────
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public enum NavLinkType
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{
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None,
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Segment, // 普通地面/平台段
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Jump,
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Fall,
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Corner,
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Climb,
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Elevator,
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Teleport,
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Custom
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}
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/// <summary>
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/// 导航代理抽象接口(架构 07_EnemyModule §5)。
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/// EnemyBase 和 BD Task 只依赖此接口,不依赖具体导航库。
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/// 实现:EnemyNavAgent(PathBerserker2d);测试用 NullPathAgent。
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/// </summary>
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public interface IPathAgent
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{
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// ── 核心移动 ────────────────────────────────────────────────────
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/// <summary>请求移动到世界坐标 target。</summary>
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void RequestMoveTo(Vector2 target);
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/// <summary>立即停止导航(清除路径)。</summary>
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void StopNavigation();
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/// <summary>是否已到达目标(距离 ≤ stoppingDistance)。</summary>
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bool IsAtDestination();
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/// <summary>运行时覆盖移动速度。</summary>
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void SetSpeed(float speed);
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/// <summary>当前帧是否在移动(速度 > 0.01 且有有效路径)。</summary>
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bool IsMoving { get; }
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/// <summary>是否接近平台边缘(脚下或前方无地面时为 true)。</summary>
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bool IsNearEdge();
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// ── 连接段感知(NavLink 平台跳跃/爬梯/传送)─────────────────────
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/// <summary>当前是否正在穿越连接段(跳跃/下落/爬梯等)。</summary>
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bool IsOnLink { get; }
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/// <summary>当前正在穿越的连接段类型;不在连接段时为 None。</summary>
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NavLinkType CurrentLinkType { get; }
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/// <summary>当前连接段的起始世界坐标;不在连接段时为 Vector2.zero。</summary>
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Vector2 CurrentLinkStart { get; }
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/// <summary>当前连接段的目标世界坐标;不在连接段时为 Vector2.zero。</summary>
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Vector2 CurrentLinkEnd { get; }
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/// <summary>检查目标是否可以从当前位置导航到达(同步轻量查询)。</summary>
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bool CanReach(Vector2 target);
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/// <summary>移动到随机可到达点(巡逻 fallback)。</summary>
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bool WalkToRandom();
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/// <summary>
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/// 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)。
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/// 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。
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/// 未映射到导航段(不在图上)时返回 false。
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/// </summary>
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bool WalkToRandomOnSegment();
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/// <summary>
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/// 目标点吸附:把任意世界 <paramref name="target"/> 映射到最近可行走段、并按敌人身体宽度从段两端内缩,
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/// 得到"身体真正站得住"的点 <paramref name="standable"/>(避免落在角色宽度站不住的崖沿被移动层夹停)。
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/// 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。
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/// target 离导航面太远(超出搜索半径)时返回 false,standable 回落为原始 target。
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/// </summary>
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bool ResolveStandablePoint(Vector2 target, out Vector2 standable);
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/// <summary>
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/// 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)。
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/// 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。
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/// </summary>
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bool LastMoveObstructed { get; }
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/// <summary>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。</summary>
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bool TryGetClosestReachable(out Vector2 worldPos);
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// ── 连接段事件 ──────────────────────────────────────────────────
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/// <summary>开始穿越连接段时触发(传入连接段类型)。</summary>
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event Action<NavLinkType> OnLinkStarted;
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/// <summary>连接段穿越完成时触发。</summary>
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event Action<NavLinkType> OnLinkCompleted;
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/// <summary>路径寻路失败事件(目标不可达时触发)。</summary>
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event Action OnNavPathFailed;
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/// <summary>到达目标事件(替代轮询 IsAtDestination)。</summary>
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event Action OnGoalReached;
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}
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// ── 无导航 / 测试用空实现 ─────────────────────────────────────────────
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public sealed class NullPathAgent : IPathAgent
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{
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public void RequestMoveTo(Vector2 _) { }
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public void StopNavigation() { }
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public bool IsAtDestination() => true;
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public void SetSpeed(float _) { }
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public bool IsMoving => false;
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public bool IsNearEdge() => false;
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public bool IsOnLink => false;
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public NavLinkType CurrentLinkType => NavLinkType.None;
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public Vector2 CurrentLinkStart => Vector2.zero;
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public Vector2 CurrentLinkEnd => Vector2.zero;
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public bool CanReach(Vector2 _) => false;
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public bool WalkToRandom() => false;
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public bool WalkToRandomOnSegment() => false;
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public bool ResolveStandablePoint(Vector2 target, out Vector2 standable) { standable = target; return false; }
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public bool LastMoveObstructed => false;
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public bool TryGetClosestReachable(out Vector2 worldPos) { worldPos = Vector2.zero; return false; }
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public event Action<NavLinkType> OnLinkStarted { add { } remove { } }
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public event Action<NavLinkType> OnLinkCompleted{ add { } remove { } }
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public event Action OnNavPathFailed { add { } remove { } }
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public event Action OnGoalReached { add { } remove { } }
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 99f648f6975de20469192afe7fcc4e0a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -9,8 +9,7 @@
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"rootNamespace": "BaseGames.Enemies.Navigation",
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"references": [
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"BaseGames.Enemies",
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"BaseGames.AI",
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"PathBerserker2d"
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"BaseGames.AI"
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],
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"autoReferenced": true,
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"overrideReferences": false,
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@@ -1,391 +0,0 @@
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using UnityEngine;
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using PathBerserker2d;
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using BaseGames.Enemies;
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using System;
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using System.Collections.Generic;
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namespace BaseGames.Enemies.Navigation
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{
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/// <summary>
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/// PathBerserker2d 导航代理包装器(架构 07_EnemyModule §5 能力驱动版)。
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///
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/// 设计原则:
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/// <list type="bullet">
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/// <item>连接段穿越(跳跃/攀爬/传送等)委托给 <see cref="INavLinkHandler"/> 能力组件执行</item>
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/// <item>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"</item>
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/// <item>无对应能力时自动回退到 TransformBasedMovement(兜底行为)</item>
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/// <item>Awake 自动发现 GameObject 上的全部 INavLinkHandler,并禁用 TBM 对应 FeatureFlag</item>
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/// </list>
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/// </summary>
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[RequireComponent(typeof(NavAgent))]
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[RequireComponent(typeof(TransformBasedMovement))]
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public class EnemyNavAgent : MonoBehaviour, IPathAgent
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{
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// ── 序列化 ──────────────────────────────────────────────────────
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[Tooltip("边缘检测前向距离(m)")]
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[SerializeField] private float _edgeCheckFwdOffset = 0.3f;
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[Tooltip("边缘检测向下射线长度(m)")]
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[SerializeField] private float _edgeCheckDownLen = 0.6f;
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[Tooltip("边缘检测 LayerMask(留空 = 所有层)")]
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[SerializeField] private LayerMask _groundMask = ~0;
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[Header("重寻路防抖(PathBerserker2d 不可每帧 UpdatePath,否则路径永远算不完)")]
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[Tooltip("目标位移阈值(m):目标移动超过此值才重算路径")]
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[SerializeField] private float _repathTargetThreshold = 0.5f;
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[Tooltip("两次重算最小间隔(s):留出跨帧路径计算完成的时间")]
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[SerializeField] private float _repathMinInterval = 0.25f;
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[Header("目标点吸附")]
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[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 " +
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"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" +
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"烘焙段都超过此值(真正脱离导航面)才判失败。")]
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[SerializeField] private float _maxSnapDistance = 10f;
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[Header("受阻检测(寻路移动无进展即判被挡)")]
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[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")]
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[SerializeField] private float _stuckWindowSeconds = 0.5f;
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[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")]
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[SerializeField] private float _stuckMinProgress = 0.05f;
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// 重寻路防抖状态
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private Vector2 _lastPathGoal;
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private bool _hasPathGoal;
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private float _lastPathTime;
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// ── IPathAgent 公开状态 ────────────────────────────────────────
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public bool IsMoving => _navAgent != null && _navAgent.IsFollowingAPath;
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public bool IsOnLink => _navAgent != null && _navAgent.IsOnLink;
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public NavLinkType CurrentLinkType => _currentLinkType;
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public Vector2 CurrentLinkStart => _currentLinkStart;
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public Vector2 CurrentLinkEnd => _currentLinkEnd;
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/// <summary>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。</summary>
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public bool LastMoveObstructed => _lastMoveObstructed;
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/// <summary>取上次寻路失败时算出的最近可达世界点。无则返回 false。</summary>
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public bool TryGetClosestReachable(out Vector2 worldPos)
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{
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if (_navAgent != null) return _navAgent.TryGetClosestReachablePosition(out worldPos);
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worldPos = Vector2.zero;
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return false;
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}
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// ── IPathAgent 事件 ────────────────────────────────────────────
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public event Action<NavLinkType> OnLinkStarted;
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public event Action<NavLinkType> OnLinkCompleted;
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public event Action OnNavPathFailed;
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public event Action OnGoalReached;
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// ── 私有 ────────────────────────────────────────────────────────
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private NavAgent _navAgent;
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private TransformBasedMovement _movement;
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private EnemyMovement _enemyMovement;
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// 能力 handler 注册表(NavLinkType → INavLinkHandler)
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private readonly Dictionary<NavLinkType, INavLinkHandler> _handlers
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= new Dictionary<NavLinkType, INavLinkHandler>();
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private INavLinkHandler _activeHandler;
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// 受阻状态(供意图层结算)
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private bool _lastMoveObstructed;
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private bool _redirectedToClosest; // 本轮已改道到最近点,避免每帧重复下发
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private bool _obstructionSignal; // 受阻信号(寻路失败/卡死),延后到 FixedUpdate 统一处理
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// 卡死检测窗口
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private StallDetector _segStall;
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// 连接段状态缓存
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private NavLinkType _currentLinkType = NavLinkType.None;
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private bool _wasNavOnSegment;
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private Vector2 _currentLinkStart;
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private Vector2 _currentLinkEnd;
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// ── 初始化 ─────────────────────────────────────────────────────
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private void Awake()
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{
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_navAgent = GetComponent<NavAgent>();
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_movement = GetComponent<TransformBasedMovement>();
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_enemyMovement = GetComponent<EnemyMovement>();
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// 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)。
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// 段上的水平移动改由 EnemyMovement 用 velocity 执行、刚体重力保持贴地(见 FixedUpdate)。
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if (_movement != null)
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_movement.enabledFeatures &= ~TransformBasedMovement.FeatureFlags.SegmentMovement;
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// 自动发现 INavLinkHandler 组件并注册(包含子对象)
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foreach (var handler in GetComponentsInChildren<INavLinkHandler>(true))
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RegisterLinkHandler(handler);
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_navAgent.OnStartLinkTraversal += HandleLinkStart;
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_navAgent.OnSegmentTraversal += HandleSegmentTraversal;
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_navAgent.OnFailedToFindPath += HandlePathFailed;
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_navAgent.OnReachedGoal += HandleGoalReached;
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_segStall = new StallDetector(_stuckWindowSeconds, _stuckMinProgress);
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}
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private void OnDestroy()
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{
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if (_navAgent == null) return;
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_navAgent.OnStartLinkTraversal -= HandleLinkStart;
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_navAgent.OnSegmentTraversal -= HandleSegmentTraversal;
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_navAgent.OnFailedToFindPath -= HandlePathFailed;
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_navAgent.OnReachedGoal -= HandleGoalReached;
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}
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// ── Handler 注册 ───────────────────────────────────────────────
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/// <summary>
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/// 注册能力为某连接段类型的处理器。
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/// 注册后 TransformBasedMovement 中对应 FeatureFlag 将被禁用,由能力全权负责该类型穿越。
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/// </summary>
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public void RegisterLinkHandler(INavLinkHandler handler)
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{
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if (handler == null) return;
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foreach (var type in handler.HandledLinkTypes)
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{
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_handlers[type] = handler;
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// 禁用 TBM 对该类型的处理,完全交给能力
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var flag = TypeToFeatureFlag(type);
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if (flag != 0 && _movement != null)
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_movement.enabledFeatures &= ~flag;
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}
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}
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/// <summary>移除某处理器(例如能力被永久禁用时)。TBM FeatureFlag 自动恢复。</summary>
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public void UnregisterLinkHandler(INavLinkHandler handler)
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{
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if (handler == null) return;
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foreach (var type in handler.HandledLinkTypes)
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{
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if (_handlers.TryGetValue(type, out var registered) && ReferenceEquals(registered, handler))
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{
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_handlers.Remove(type);
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// 恢复 TBM 对该类型的处理
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var flag = TypeToFeatureFlag(type);
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if (flag != 0 && _movement != null)
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_movement.enabledFeatures |= flag;
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}
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}
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}
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// ── IPathAgent ─────────────────────────────────────────────────
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public void RequestMoveTo(Vector2 target)
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{
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if (_navAgent == null) return;
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// 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)。
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// 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。
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if (_hasPathGoal
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&& Vector2.Distance(target, _lastPathGoal) < _repathTargetThreshold
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&& Time.time - _lastPathTime < _repathMinInterval)
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return;
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_lastPathGoal = target;
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_hasPathGoal = true;
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_lastPathTime = Time.time;
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_lastMoveObstructed = false; // 新目标 → 复位受阻态
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_redirectedToClosest = false;
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ResetStuckWindow();
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_navAgent.UpdatePath(target);
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}
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public void StopNavigation()
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{
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_activeHandler?.AbortLinkTraversal();
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_activeHandler = null;
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_hasPathGoal = false; // 复位防抖,下次请求立即重新寻路
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_navAgent?.Stop();
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}
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public bool IsAtDestination() => _navAgent == null || _navAgent.IsIdle;
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public void SetSpeed(float speed)
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{
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if (_movement != null) _movement.movementSpeed = speed;
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}
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public bool CanReach(Vector2 target) => _navAgent?.CanReach(target) ?? false;
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public bool WalkToRandom() => _navAgent?.SetRandomDestination() ?? false;
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// 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)。
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public bool WalkToRandomOnSegment()
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=> _navAgent?.SetRandomDestinationOnCurrentSegment(
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_enemyMovement != null ? _enemyMovement.EdgeSafeMargin : 0f) ?? false;
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// 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 ──────────────────────────────────────
|
||||
/// <summary>原始 PB2d NavAgent,供需要 PB2d 高级功能的能力直接使用。</summary>
|
||||
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 ─────────────────────────────────────────────
|
||||
/// <summary>
|
||||
/// 跟随路径段时:向 <see cref="EnemyMovement"/> 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。
|
||||
/// </summary>
|
||||
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
|
||||
};
|
||||
|
||||
/// <summary>NavLinkType → TransformBasedMovement.FeatureFlags 映射。</summary>
|
||||
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
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44871319d7318de40b9ac21757b69c78
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user