diff --git a/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs b/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs
index 77cfdd64..4f269798 100644
--- a/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs
+++ b/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs
@@ -583,8 +583,8 @@ namespace BaseGames.Editor
/// 返回指定敌人类型的 (abilityFileName, abilityId, soType) 定义列表。
private static (string ablName, string ablId, System.Type soType)[] GetEnemyAbilityDefs(string enemyId) => enemyId switch
{
- // Alert/警觉张口已是纯 locomotion 模式(LocomotionMode.Face),非能力;起手张口并入 ContactChaseAbility 的 Skill_Start。
- "E001" => new[] { ("Chase", "e001_chase", typeof(ContactChaseAbilitySO)) },
+ // Alert/警觉张口已是纯 locomotion 模式(LocomotionMode.Face),非能力;起手张口并入 RushAbility 的 Skill_Start。
+ "E001" => new[] { ("Chase", "e001_chase", typeof(RushAbilitySO)) },
"E002" => new[] { ("CeilingStrike", "e002_ceiling_strike", typeof(CeilingHangStrikeAbilitySO)) },
"E003" => new[] { ("Fall", "e003_fall", typeof(AnimatedCeilingDropAbilitySO)) },
"E004" => new[] { ("Appear", "e004_appear", typeof(AppearAbilitySO)),
@@ -595,7 +595,7 @@ namespace BaseGames.Editor
"E005" => new[] { ("Bite", "e005_bite", typeof(EnemyAbilitySO)),
("Acid", "e005_acid", typeof(EnemyAbilitySO)) },
"E006" => new[] { ("Leap", "e006_leap", typeof(EnemyAbilitySO)),
- ("Chase", "e006_chase", typeof(ContactChaseAbilitySO)) },
+ ("Chase", "e006_chase", typeof(RushAbilitySO)) },
_ => System.Array.Empty<(string, string, System.Type)>(),
};
diff --git a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
index 2218f9da..74847710 100644
--- a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
+++ b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
@@ -456,8 +456,8 @@ namespace BaseGames.Editor
// Model A:AI 只决策触发哪个能力(Idle/Patrol/Alert 已改为纯移动意图,由 EnemyLocomotion 执行,无需挂能力组件)
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
- Transform chaseT = GetOrCreateChild(abilitiesT, "ContactChaseAbility_Chase");
- ContactChaseAbility chaseAbility = GetOrAddComponent(chaseT.gameObject);
+ Transform chaseT = GetOrCreateChild(abilitiesT, "RushAbility_Chase");
+ RushAbility chaseAbility = GetOrAddComponent(chaseT.gameObject);
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E001_Stats");
@@ -995,8 +995,8 @@ namespace BaseGames.Editor
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
Transform leapT = GetOrCreateChild(abilitiesT, "LeapAttackAbility");
LeapAttackAbility leapAbl = GetOrAddComponent(leapT.gameObject);
- Transform chaseT = GetOrCreateChild(abilitiesT, "ContactChaseAbility");
- ContactChaseAbility chaseAbl = GetOrAddComponent(chaseT.gameObject);
+ Transform chaseT = GetOrCreateChild(abilitiesT, "RushAbility");
+ RushAbility chaseAbl = GetOrAddComponent(chaseT.gameObject);
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E006_Stats");
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/Configs/ContactChaseAbilitySO.cs b/Assets/_Game/Scripts/Enemies/Abilities/Configs/ContactChaseAbilitySO.cs
deleted file mode 100644
index 65f2817c..00000000
--- a/Assets/_Game/Scripts/Enemies/Abilities/Configs/ContactChaseAbilitySO.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-using Animancer;
-using UnityEngine;
-
-namespace BaseGames.Enemies.Abilities
-{
- /// ContactChaseAbility 的配置:起手/循环/收招动画 + 冲刺速度。
- [CreateAssetMenu(menuName = "BaseGames/Enemies/Abilities/Contact Chase Ability", fileName = "ABL_")]
- public class ContactChaseAbilitySO : EnemyAbilitySO
- {
- [Header("动画(起手 / 循环 / 收招)")]
- public ClipTransition startClip; // Skill_Start:张口(一次性)
- public ClipTransition loopClip; // Skill_Loop:快速爬行追击(循环)
- public ClipTransition endClip; // Skill_End:收招(一次性)
-
- [Header("冲刺")]
- [Tooltip("冲刺速度;<=0 时回退用 EnemyStatsSO.RunSpeed(追击速度)")]
- public float dashSpeed = 0f;
- }
-}
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/Configs/RushAbilitySO.cs b/Assets/_Game/Scripts/Enemies/Abilities/Configs/RushAbilitySO.cs
new file mode 100644
index 00000000..fdf0e8da
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/Abilities/Configs/RushAbilitySO.cs
@@ -0,0 +1,23 @@
+using Animancer;
+using UnityEngine;
+
+namespace BaseGames.Enemies.Abilities
+{
+ /// RushAbility(冲锋)的配置:起手/循环/收招动画 + 冲刺速度与时长上限。
+ [CreateAssetMenu(menuName = "BaseGames/Enemies/Abilities/Rush Ability", fileName = "ABL_")]
+ public class RushAbilitySO : EnemyAbilitySO
+ {
+ [Header("动画(起手 / 循环 / 收招)")]
+ public ClipTransition startClip; // Skill_Start:起手(一次性)
+ public ClipTransition loopClip; // Skill_Loop:冲锋推进(循环)
+ public ClipTransition endClip; // Skill_End:收招(一次性)
+
+ [Header("冲刺")]
+ [Tooltip("冲刺速度;<=0 时回退用 EnemyStatsSO.RunSpeed(追击速度)")]
+ public float dashSpeed = 0f;
+
+ [Tooltip("单次冲锋的最长时长(秒)。够不到锁定点时(掉坑/对岸/被非检测层挡住)由它收尾。" +
+ "0 = 不限时长(仅靠越过锁定点/撞墙/卡死检测终止)。")]
+ [Min(0f)] public float maxDashDuration = 2f;
+ }
+}
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/Configs/ContactChaseAbilitySO.cs.meta b/Assets/_Game/Scripts/Enemies/Abilities/Configs/RushAbilitySO.cs.meta
similarity index 100%
rename from Assets/_Game/Scripts/Enemies/Abilities/Configs/ContactChaseAbilitySO.cs.meta
rename to Assets/_Game/Scripts/Enemies/Abilities/Configs/RushAbilitySO.cs.meta
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
deleted file mode 100644
index b919bf69..00000000
--- a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
+++ /dev/null
@@ -1,113 +0,0 @@
-using System.Collections;
-using Animancer;
-using UnityEngine;
-
-namespace BaseGames.Enemies.Abilities
-{
- ///
- /// 冲刺追击能力:起手(Skill_Start 张口) → 朝玩家方向直冲(Skill_Loop 快速爬行),
- /// **直到撞墙/到平台边缘或玩家消失即停** → 收招(Skill_End)。一次冲刺为一次能力执行,
- /// 结束后进入冷却(EnemyAbilitySO.cooldown);AI 追击态在冷却结束时经 EnsureAbility 重触发下一次冲刺。
- /// 冲刺方向在起手后按玩家所在侧一次性确定(committed 冲锋,会越过跳开的玩家,可被躲)。
- /// 追击动画由本能力全权驱动(Approach 步态不抢动画)。
- /// 身体接触伤害与本能力解耦:由常驻的 全程负责,本能力不再开关它。
- ///
- public class ContactChaseAbility : EnemyAbilityBase
- {
- private ContactChaseAbilitySO _cfg;
-
- protected override void Awake()
- {
- base.Awake();
- _cfg = ResolveConfig();
- }
-
- protected override IEnumerator ExecuteCoroutine()
- {
- if (_cfg == null) yield break;
-
- Phase = AbilityRunState.Active;
- _enemy.SetEngaged(true);
-
- // 冲刺方向:按玩家所在侧一次性确定(committed 冲锋)
- float dir = (_enemy.PlayerTransform != null &&
- _enemy.PlayerTransform.position.x < _enemy.transform.position.x) ? -1f : 1f;
- var mv = _enemy.Movement;
-
- // 先转身朝玩家(背对时播 Flip 转身动画),转身完成后再张口
- if (mv != null)
- {
- mv.FaceDirection((int)dir);
- while (mv.IsTurning)
- yield return null;
- }
-
- // 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 (_cfg.startClip.Clip != null)
- {
- _enemy.LockAnim(_cfg.startClip.Clip.length);
- _animancer.Play(_cfg.startClip);
- yield return EnemyAbilityWaits.Get(_cfg.startClip.Clip.length);
- }
-
- // 冲刺速度:优先能力配置的 _cfg.dashSpeed,否则回退 Stats.RunSpeed
- float speed = _cfg.dashSpeed > 0f ? _cfg.dashSpeed
- : (_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
-
- // 冲刺:朝该方向直冲、播 Skill_Loop,直到撞墙/到边缘或玩家消失即停。
- // (身体接触伤害由常驻 BodyContactDamage 全程负责,此处不再开关。)
- if (_cfg.loopClip.Clip != null)
- _animancer.Play(_cfg.loopClip);
-
- float winX = _enemy.transform.position.x;
- float winT = 0f;
- while (_enemy.PlayerTransform != null && !(mv != null && mv.WouldBlockAhead(dir)))
- {
- _enemy.MoveInDirectionWithSpeed(dir, speed); // 速度直冲(非 nav),MoveWithSpeed 悬崖夹紧兜底
- yield return null;
-
- // 兜底:撞上未在检测层的碰撞体(玩家/边界墙)导致原地不动 → 结束本次冲刺(转收招+冷却)。
- // 用窗口净位移判定,避免"贴住微抖"每帧重置。
- winT += Time.deltaTime;
- if (winT >= 0.15f)
- {
- if (Mathf.Abs(_enemy.transform.position.x - winX) < 0.05f) break;
- winX = _enemy.transform.position.x;
- winT = 0f;
- }
- }
- _enemy.StopMovement();
-
- // 收招 Skill_End;随后基类按 EnemyAbilitySO.cooldown 施加冷却。
- yield return PlaySkillEnd();
- Cleanup();
- }
-
- protected override void OnInterrupted(InterruptReason reason)
- {
- // 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 && _cfg != null && _cfg.endClip.Clip != null)
- {
- _enemy.LockAnim(_cfg.endClip.Clip.length);
- _animancer.Play(_cfg.endClip);
- }
- Cleanup();
- }
-
- private IEnumerator PlaySkillEnd()
- {
- if (_cfg == null || _cfg.endClip.Clip == null) yield break;
- _enemy.LockAnim(_cfg.endClip.Clip.length);
- _animancer.Play(_cfg.endClip);
- yield return EnemyAbilityWaits.Get(_cfg.endClip.Clip.length);
- }
-
- private void Cleanup()
- {
- _enemy.SetEngaged(false);
- _enemy.Locomotion?.Stop();
- }
- }
-}
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/RushAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/RushAbility.cs
new file mode 100644
index 00000000..814bc0d3
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/Abilities/RushAbility.cs
@@ -0,0 +1,156 @@
+using System.Collections;
+using Animancer;
+using UnityEngine;
+
+namespace BaseGames.Enemies.Abilities
+{
+ ///
+ /// 冲锋能力:起手(Skill_Start) → 朝**锁定点**直冲(Skill_Loop) → 收招(Skill_End)。
+ /// 一次冲锋为一次能力执行,结束后进入冷却(EnemyAbilitySO.cooldown)。
+ ///
+ /// 冲锋目标在**起手动画之前**锁定:记下玩家当时的 X 与由此确定的方向,此后玩家怎么动都不改变本次冲锋
+ /// (committed 冲锋——起手即预警,玩家可在起手期间跑开躲掉)。
+ ///
+ /// 终点判据是"**身体整体越过**锁定点"(),即碰撞体后缘越过锁定 X,
+ /// 而非中心到达——身体宽度取自身体几何权威 ,本能力不自行解析碰撞体。
+ ///
+ /// 终止条件(任一满足即收招并进入冷却):身体整体越过锁定点(正常完成)/前方有墙(只判墙,不判悬崖)/
+ /// 超过 (够不到锁定点时收尾:掉坑、对岸、被非检测层挡住)/
+ /// 净位移卡死(撞上未纳入墙层的碰撞体时兜底)。
+ ///
+ /// 悬崖:冲锋期间**允许越过崖沿**(经 放开移动层的悬崖夹紧),
+ /// 敌人会冲出平台边缘并按重力下落、空中保持水平冲速,而不是停在崖边悬空。
+ ///
+ /// 冲锋动画由本能力全权驱动(步态不抢动画)。身体接触伤害与本能力解耦:
+ /// 由常驻的 全程负责,本能力不开关它。
+ ///
+ public class RushAbility : EnemyAbilityBase
+ {
+ private RushAbilitySO _cfg;
+
+ // 卡死检测:窗口时长与窗口内最小净位移(撞上未纳入墙层的碰撞体时兜底结束冲锋)
+ private const float StuckWindowSeconds = 0.15f;
+ private const float StuckMinProgress = 0.05f;
+
+ protected override void Awake()
+ {
+ base.Awake();
+ _cfg = ResolveConfig();
+ }
+
+ protected override IEnumerator ExecuteCoroutine()
+ {
+ if (_cfg == null) yield break;
+
+ Phase = AbilityRunState.Active;
+ _enemy.SetEngaged(true);
+
+ // ── 锁定:起手之前记下玩家 X 与方向,此后不再跟随(committed 冲锋,可被躲)──
+ var player = _enemy.PlayerTransform;
+ float dir = (player != null && player.position.x < _enemy.transform.position.x) ? -1f : 1f;
+ float lockX = player != null
+ ? player.position.x
+ : _enemy.transform.position.x + dir; // 无玩家:朝当前朝向冲一个身位,仍走完整流程
+
+ var mv = _enemy.Movement;
+
+ // 先转身朝锁定方向(背对时播转身动画),转身完成后再起手
+ if (mv != null)
+ {
+ mv.FaceDirection((int)dir);
+ while (mv.IsTurning)
+ yield return null;
+ }
+
+ // 起手:一次性预警动画。期间静止;锁住动画防被步态覆盖。
+ if (_cfg.startClip.Clip != null)
+ {
+ _enemy.LockAnim(_cfg.startClip.Clip.length);
+ _animancer.Play(_cfg.startClip);
+ yield return EnemyAbilityWaits.Get(_cfg.startClip.Clip.length);
+ }
+
+ // 冲刺速度:优先能力配置的 dashSpeed,否则回退 Stats.RunSpeed
+ float speed = _cfg.dashSpeed > 0f ? _cfg.dashSpeed
+ : (_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
+
+ if (_cfg.loopClip.Clip != null)
+ _animancer.Play(_cfg.loopClip);
+
+ yield return RushRoutine(dir, lockX, speed, mv);
+
+ _enemy.StopMovement();
+
+ // 收招 Skill_End;随后基类按 EnemyAbilitySO.cooldown 施加冷却。
+ yield return PlaySkillEnd();
+ Cleanup();
+ }
+
+ ///
+ /// 冲锋推进:每帧朝锁定方向施加冲速(允许越崖),
+ /// 直到身体整体越过锁定点/撞墙/超时/卡死。
+ ///
+ private IEnumerator RushRoutine(float dir, float lockX, float speed, EnemyMovement mv)
+ {
+ var body = _enemy.Body;
+ float elapsed = 0f;
+ float winX = _enemy.transform.position.x;
+ float winT = 0f;
+
+ while (true)
+ {
+ // 终点:身体整体越过锁定点(后缘越过;宽度由身体权威提供)
+ if (body != null && body.HasPassed(lockX, dir)) break;
+
+ // 撞墙即止(悬崖不再终止——冲锋要能冲下去)
+ if (mv != null && mv.WouldHitWallAhead(dir)) break;
+
+ // 超时收尾:够不到锁定点(掉坑/对岸/被非检测层挡住)
+ if (_cfg.maxDashDuration > 0f && elapsed >= _cfg.maxDashDuration) break;
+
+ _enemy.MoveInDirectionWithSpeed(dir, speed, allowLedgeCross: true);
+ yield return null;
+
+ float dt = Time.deltaTime;
+ elapsed += dt;
+ winT += dt;
+
+ // 兜底:撞上未纳入墙层的碰撞体(玩家/边界墙)导致原地不动 → 结束本次冲锋。
+ // 用窗口净位移判定,避免"贴住微抖"每帧重置。
+ if (winT >= StuckWindowSeconds)
+ {
+ if (Mathf.Abs(_enemy.transform.position.x - winX) < StuckMinProgress) break;
+ winX = _enemy.transform.position.x;
+ winT = 0f;
+ }
+ }
+ }
+
+ protected override void OnInterrupted(InterruptReason reason)
+ {
+ // 丢失目标 = AI 主动退出(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 && _cfg != null && _cfg.endClip.Clip != null)
+ {
+ _enemy.LockAnim(_cfg.endClip.Clip.length);
+ _animancer.Play(_cfg.endClip);
+ }
+ Cleanup();
+ }
+
+ private IEnumerator PlaySkillEnd()
+ {
+ if (_cfg == null || _cfg.endClip.Clip == null) yield break;
+ _enemy.LockAnim(_cfg.endClip.Clip.length);
+ _animancer.Play(_cfg.endClip);
+ yield return EnemyAbilityWaits.Get(_cfg.endClip.Clip.length);
+ }
+
+ private void Cleanup()
+ {
+ _enemy.SetEngaged(false);
+ _enemy.Locomotion?.Stop(); // 经 StopMovement 路径一并复位 AllowLedgeCross
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs.meta b/Assets/_Game/Scripts/Enemies/Abilities/RushAbility.cs.meta
similarity index 100%
rename from Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs.meta
rename to Assets/_Game/Scripts/Enemies/Abilities/RushAbility.cs.meta
diff --git a/Assets/_Game/Scripts/Enemies/EnemyBase.cs b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
index e0470ed8..0e5cc359 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyBase.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
@@ -266,11 +266,20 @@ namespace BaseGames.Enemies
}
public virtual void MoveInDirectionWithSpeed(float dir, float speed)
+ => MoveInDirectionWithSpeed(dir, speed, false);
+
+ ///
+ /// 显式速度移动; = true 时允许冲出崖沿并自由落体
+ /// (committed 冲锋用,避免被移动层的悬崖夹紧停在边缘)。
+ /// 该许可随移动意图存续,StopMovement() 时自动复位。
+ ///
+ public virtual void MoveInDirectionWithSpeed(float dir, float speed, bool allowLedgeCross)
{
if (_movement == null) return;
- _movement.PendingInput.MoveDir = dir;
- _movement.PendingInput.MoveSpeed = speed;
- _movement.PendingInput.WantStop = false; // 移动意图覆盖停止脉冲
+ _movement.PendingInput.MoveDir = dir;
+ _movement.PendingInput.MoveSpeed = speed;
+ _movement.PendingInput.AllowLedgeCross = allowLedgeCross;
+ _movement.PendingInput.WantStop = false; // 移动意图覆盖停止脉冲
}
public virtual void StopMovement()
diff --git a/Assets/_Game/Scripts/Enemies/EnemyMoveInput.cs b/Assets/_Game/Scripts/Enemies/EnemyMoveInput.cs
index 6d77c211..9a54775a 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyMoveInput.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyMoveInput.cs
@@ -34,5 +34,13 @@ namespace BaseGames.Enemies
/// 直接指定朝向方向:+1 右 / -1 左 / 0 表示由 FaceTargetPos 计算。
public int FaceDir;
+
+ ///
+ /// 本次移动允许越过崖沿(committed 冲锋用):置 true 时
+ /// 不再做悬崖夹紧,敌人会冲出平台边缘并按重力下落,而非停在崖边。
+ /// 持久——随 MoveDir/MoveSpeed 同步清零(WantStop 时复位),故 StopMovement() 即自动关闭,
+ /// 不会因能力被打断而残留。
+ ///
+ public bool AllowLedgeCross;
}
}
diff --git a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
index 87a9ad47..85b55bed 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
@@ -404,12 +404,13 @@ namespace BaseGames.Enemies
{
PendingInput.MoveDir = 0f;
PendingInput.MoveSpeed = 0f;
+ PendingInput.AllowLedgeCross = false; // 随移动意图一并复位,避免越崖许可残留
StopHorizontal();
}
else if (PendingInput.MoveDir != 0f)
{
if (PendingInput.MoveSpeed > 0f)
- MoveWithSpeed(PendingInput.MoveDir, PendingInput.MoveSpeed);
+ MoveWithSpeed(PendingInput.MoveDir, PendingInput.MoveSpeed, PendingInput.AllowLedgeCross);
else
MoveHorizontal(PendingInput.MoveDir);
}
@@ -435,15 +436,19 @@ namespace BaseGames.Enemies
_rb.velocity = vel;
}
- /// 显式指定速度(BD 追击任务调用)。转身动画期间调用无效。
- public void MoveWithSpeed(float dir, float speed)
+ ///
+ /// 显式指定速度移动。转身动画期间调用无效。
+ /// = true 时跳过悬崖夹紧,允许冲出平台边缘后自由落体
+ /// (committed 冲锋用;见 )。
+ ///
+ public void MoveWithSpeed(float dir, float speed, bool allowLedgeCross = false)
{
if (_isTurning) return;
if (dir != 0f) UpdateFacing(dir);
// 地面怪追击/导航:前缘将越过地形边缘(悬崖)则不前进——碰撞体边缘停在地形边缘、不越界。
// 只夹"悬崖"不夹"墙"(墙交给寻路绕行,免得贴墙路径被误夹停);跨沟的 nav-link 跳/落
// 不经本方法(EnemyNavAgent 仅在 IsMovingOnSegment 时写 MoveSpeed),故不影响跳跃/下落过沟。
- if (dir != 0f && IsGrounded && WouldFallAhead(dir)) dir = 0f;
+ if (dir != 0f && !allowLedgeCross && IsGrounded && WouldFallAhead(dir)) dir = 0f;
var vel = _rb.velocity;
vel.x = dir * speed;
_rb.velocity = vel;