From 490329e1dcee84379940152c9d6c7bc687debae2 Mon Sep 17 00:00:00 2001 From: Joywayer Date: Thu, 9 Jul 2026 17:19:01 +0800 Subject: [PATCH] =?UTF-8?q?refactor(nav):=20=E6=95=8C=E4=BA=BA=E7=A7=BB?= =?UTF-8?q?=E5=8A=A8=E6=94=B9=E4=B8=BA=E7=89=A9=E7=90=86=E5=8E=9F=E7=94=9F?= =?UTF-8?q?=E6=9E=B6=E6=9E=84=E2=80=94=E2=80=94=E6=A0=B9=E6=B2=BB=20TBM=20?= =?UTF-8?q?=E4=B8=8E=20Dynamic=20=E5=88=9A=E4=BD=93=E5=86=B2=E7=AA=81?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 根因: NavAgent.Position setter 直接写 transform.position, TBM 段移动每帧写它, 与敌人 Dynamic 刚体(重力/碰撞)冲突(旧代码靠"NavDriving清零velocity"缓解,但对Dynamic刚体直接 写transform.position本就不推荐,易卡墙/穿透/被物理覆盖)。 根本解: 寻路降为"顾问"(只给方向),移动执行归物理: - EnemyNavAgent.Awake 禁用 TBM.SegmentMovement(不再写 transform.position); - FixedUpdate 改物理原生桥: 朝 PathSubGoal 写 MoveDir+MoveSpeed 由 EnemyMovement 施加 velocity+重力执行, 到达子目标时 CompleteSegmentTraversal 推进段(原由TBM负责); - EnemyMovement 撤掉 NavDriving 的清零velocity/只朝向门, nav方向统一走velocity移动。 保留击退/击飞/落地等全部物理反馈。 附带修 PerceptionStateMachine: 追击维持改"追逐区 OR 视野区"任一(视野los可能被墙挡漏检, 仅靠视野会导致玩家在近身追逐区内却Chase↔Patrol抖动、nav被反复Stop不移动)。 PlayMode 验证: 敌人 nav 巡逻/追击均用velocity移动(FollowPath/onSeg=True)、追击稳定无抖动。 Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Enemies/AIBrain/PerceptionStateMachine.cs | 5 ++-- Assets/_Game/Scripts/Enemies/EnemyMovement.cs | 7 +----- .../Enemies/Navigation/EnemyNavAgent.cs | 24 ++++++++++++++----- 3 files changed, 22 insertions(+), 14 deletions(-) diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs index 6805d4ce..19a5efef 100644 --- a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs +++ b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs @@ -52,7 +52,8 @@ namespace BaseGames.Enemies .To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone") .To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision"); - // 追击:委托能力实现移动/伤害;脱离视野 → R(永不回警觉);退出时中断追击能力 + // 追击:委托能力实现移动/伤害;脱离**全部感知**(追逐区 且 视野区都不在) → R(永不回警觉);退出时中断追击能力。 + // 维持用"追逐区 OR 视野区"任一:视野(los)可能被墙挡而漏检,仅靠视野会导致玩家在近身追逐区内却反复进出追击(抖动)。 b.State(c.Chase) .OnEnter(x => { @@ -60,7 +61,7 @@ namespace BaseGames.Enemies if (!string.IsNullOrEmpty(c.ChaseAbilityId)) x.Combat.UseAbility(c.ChaseAbilityId); }) .OnExit(x => c.OnChaseExit?.Invoke(x)) - .To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision"); + .To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones"); b.State(c.Death).OnEnter(x => c.OnDeathEnter?.Invoke(x)); } diff --git a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs index cd2c8689..5eddd415 100644 --- a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs +++ b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs @@ -306,10 +306,7 @@ namespace BaseGames.Enemies if (!_isTurning) _facingDir = transform.localScale.x >= 0f ? _spriteDefaultFacingDir : -_spriteDefaultFacingDir; - // NavDriving: TBM 直接写 transform.position,零速防止物理重力积累和双重驱动冲突。 - if (NavDriving) - _rb.velocity = Vector2.zero; - + // 物理原生移动:nav 只提供方向,移动由 velocity+重力执行(不再让 TBM 写 transform.position)。 IsGrounded = IsGroundedCheck(); WallAndLedgeCheck(); #if UNITY_EDITOR @@ -379,7 +376,6 @@ namespace BaseGames.Enemies { if (_isTurning) return; UpdateFacing(dir); - if (NavDriving) return; // TBM 驱动位置,仅更新朝向 var vel = _rb.velocity; vel.x = dir * _config.WalkSpeed; _rb.velocity = vel; @@ -390,7 +386,6 @@ namespace BaseGames.Enemies { if (_isTurning) return; UpdateFacing(dir); - if (NavDriving) return; // TBM 驱动位置,仅更新朝向 var vel = _rb.velocity; vel.x = dir * speed; _rb.velocity = vel; diff --git a/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs b/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs index e4a5c232..88480c25 100644 --- a/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs +++ b/Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs @@ -76,6 +76,11 @@ namespace BaseGames.Enemies.Navigation _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); @@ -225,26 +230,33 @@ namespace BaseGames.Enemies.Navigation private void HandlePathFailed(NavAgent _) => OnNavPathFailed?.Invoke(); private void HandleGoalReached(NavAgent _) => OnGoalReached?.Invoke(); - // ── NavDriving 信号桥 ─────────────────────────────────────────── + // ── 物理原生移动桥 ───────────────────────────────────────────── /// - /// 每物理帧向 写入导航方向信号,并设置 NavDriving 标志。 - /// NavDriving=true 时 EnemyMovement 只更新朝向,TBM 保留对 transform.position 的控制权。 + /// 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; + _enemyMovement.NavDriving = onSegment; // 状态标记(供调试/上层判断"是否导航中") 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) > 0.01f ? Mathf.Sign(dx) : 0f; + _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(原由 TBM 负责,禁用后由本组件负责) + 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)→ 清除残留 MoveDir + // 导航刚结束(到达目标 / 路径失败)→ 停下水平移动 _enemyMovement.PendingInput.WantStop = true; }