diff --git a/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs b/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs
index b47a5618..12937069 100644
--- a/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs
+++ b/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs
@@ -8,6 +8,7 @@ namespace BaseGames.Tests.EditMode.AI
{
public bool Sees; public float LostForValue; public Vector2 Last;
public bool SeesPlayer() => Sees;
+ public bool DetectsPlayer() => Sees; // 测试里等同可见
public bool InRange(float range) => Sees; // 简化:可见即在范围
public bool LostFor(float seconds) => LostForValue >= seconds;
public Vector2 LastKnown => Last;
@@ -21,6 +22,8 @@ namespace BaseGames.Tests.EditMode.AI
public void Stop() => Calls.Add("Stop");
public void WalkRandom() => Calls.Add("WalkRandom");
public void LookAround() => Calls.Add("LookAround");
+ public void UseChaseSpeed() => Calls.Add("UseChaseSpeed");
+ public void UsePatrolSpeed() => Calls.Add("UsePatrolSpeed");
}
public sealed class FakeCombat : ICombatant
diff --git a/Assets/_Game/Scripts/AI/IMover.cs b/Assets/_Game/Scripts/AI/IMover.cs
index 1f6f4d13..6c3b587b 100644
--- a/Assets/_Game/Scripts/AI/IMover.cs
+++ b/Assets/_Game/Scripts/AI/IMover.cs
@@ -10,5 +10,7 @@ namespace BaseGames.AI
void Stop();
void WalkRandom();
void LookAround();
+ void UseChaseSpeed(); // 切到追击速度(适配器内部读配置的 RunSpeed)
+ void UsePatrolSpeed(); // 切到巡逻速度(适配器内部读配置的 WalkSpeed)
}
}
diff --git a/Assets/_Game/Scripts/AI/ISensor.cs b/Assets/_Game/Scripts/AI/ISensor.cs
index 7cf45932..0494c14e 100644
--- a/Assets/_Game/Scripts/AI/ISensor.cs
+++ b/Assets/_Game/Scripts/AI/ISensor.cs
@@ -5,9 +5,10 @@ namespace BaseGames.AI
/// 感知能力接口(第 3 阶段由 SensorAdapter 适配感知系统)。
public interface ISensor
{
- bool SeesPlayer();
+ bool SeesPlayer(); // 视线可见(LOS/Sight 槽位)
+ bool DetectsPlayer(); // 感知到玩家(视线 OR 近身触发圆,任一即真)
bool InRange(float range); // 内部用平方距离比较
- bool LostFor(float seconds); // 丢失玩家已持续 seconds
+ bool LostFor(float seconds); // 丢失玩家已持续 seconds(基于 DetectsPlayer)
Vector2 LastKnown { get; }
}
}
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs
index de06af92..886963b3 100644
--- a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs
@@ -3,37 +3,52 @@ using BaseGames.AI;
namespace BaseGames.Enemies
{
///
- /// E001(草蛭)的 AI 定义:巡逻 → 追击(接触即伤害,无需攻击能力)→ 搜查 → 巡逻。
- /// 数值目前用字面量常量;后续可外挂 SO 做热调。
+ /// E001(草蛭)AI —— 纯决策层:只决定"进哪个状态 / 触发哪个能力 / 声明哪个阶段",
+ /// 追击移动与接触伤害由 e001_chase 能力(ContactChaseAbility)负责,AI 不自己实现。
+ /// 依据 Docs/Game/Design/小怪设计-程序开发文档-01.md 的 E001 状态机:
+ /// Idle_Disguise → Skill_Start → Skill_Loop → Skill_End → Move_Patrol,受击致死 → Death。
///
[AiDefinition("E001")]
public sealed class E001CaoZhiAi : AiScript
{
- const float LoseTimeout = 2.5f; // 丢失玩家判定
- const float SearchTime = 3f; // 搜查后返回巡逻
+ // 阶段声明入口:AiPhase 属 Enemies 命名空间,经 IEnemyActor 暴露(EnemyBrainContext 实现)
+ static IEnemyActor Actor(IAiContext c) => (IEnemyActor)c;
protected override void Build(BrainBuilder b)
{
- b.Entry("Patrol");
+ b.Entry("Idle_Disguise");
- // 死亡:全局事件,终止决策
- b.Global().To("Dead").OnEvent(AiSignal.Died);
+ // 受到足够伤害 → 死亡(全局事件,最高优先)
+ b.Global().To("Death").OnEvent(AiSignal.Died);
- b.State("Patrol")
+ // 伪装待机:静止蜷缩;感知玩家(视线 OR 近身触发圆) → 进入技能
+ b.State("Idle_Disguise")
+ .OnEnter(c => { c.Mover.Stop(); Actor(c).SetPhase(AiPhase.Idle); })
+ .To("Skill_Start").When(c => c.Sensor.DetectsPlayer(), "DetectsPlayer");
+
+ // 张口:触发一次性 e001_alert(占位/警觉停顿),播完转入追击
+ b.State("Skill_Start")
+ .OnEnter(c => { Actor(c).SetPhase(AiPhase.Alert); c.Combat.UseAbility("e001_alert"); })
+ .To("Skill_Loop").When(c => !c.Combat.IsAbilityRunning("e001_alert"), "alertDone");
+
+ // 快速追击:切追击速度 + 声明 Chase 阶段 + 触发 e001_chase 能力。
+ // 追击的 MoveTo / 接触伤害开关 / 丢失目标自结束,全部由能力负责,AI 只等它结束。
+ b.State("Skill_Loop")
+ .OnEnter(c => { c.Mover.UseChaseSpeed(); Actor(c).SetPhase(AiPhase.Chase); c.Combat.UseAbility("e001_chase"); })
+ .To("Skill_End").When(c => !c.Combat.IsAbilityRunning("e001_chase"), "chaseEnded");
+
+ // 收牙:短暂过渡后回巡逻(收牙动画待美术补 clip)
+ b.State("Skill_End")
+ .To("Move_Patrol").After(0.1f);
+
+ // 巡逻:低速爬行;感知玩家 → 再次进入技能
+ b.State("Move_Patrol")
+ .OnEnter(c => { c.Mover.UsePatrolSpeed(); Actor(c).SetPhase(AiPhase.Patrol); })
.Tick(c => c.Mover.WalkRandom())
- .To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
+ .To("Skill_Start").When(c => c.Sensor.DetectsPlayer(), "DetectsPlayer");
- b.State("Chase")
- .OnEnter(c => c.Mover.FacePlayer())
- .Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown)) // 冲向玩家,接触即由 BodyContactDamage 造成伤害
- .To("Search").When(c => c.Sensor.LostFor(LoseTimeout), "LostFor");
-
- b.State("Search")
- .OnEnter(c => c.Mover.LookAround())
- .To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer")
- .To("Patrol").After(SearchTime);
-
- b.State("Dead")
+ // 死亡:停下(Death 动画走物理状态机 EnemyStateType.Dead)
+ b.State("Death")
.OnEnter(c => c.Mover.Stop());
}
}
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs b/Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs
index d6020fa6..63260401 100644
--- a/Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs
@@ -7,7 +7,7 @@ namespace BaseGames.Enemies
/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
///
- public sealed class EnemyBrainContext : IAiContext, ISensor, IMover, ICombatant, IActorVitals
+ public sealed class EnemyBrainContext : IAiContext, ISensor, IMover, ICombatant, IActorVitals, IEnemyActor
{
readonly EnemyBase _enemy;
readonly Blackboard _blackboard = new Blackboard();
@@ -26,7 +26,7 @@ namespace BaseGames.Enemies
/// 每帧由 EnemyAiBrain 在 Tick 之前调用,维护最后已知位置与丢失计时。
public void Refresh(float dt)
{
- if (_enemy.IsPlayerVisible() && _enemy.PlayerTransform != null)
+ if (DetectsPlayer() && _enemy.PlayerTransform != null)
{
_lastKnown = _enemy.PlayerTransform.position;
_lostTimer = 0f;
@@ -47,8 +47,15 @@ namespace BaseGames.Enemies
// ---- ISensor ----
public bool SeesPlayer() => _enemy.IsPlayerVisible();
+ /// 视线 OR 近身 aggro 槽位,任一探到玩家即为真(对齐设计"视线 OR 碰撞触发圆")。
+ public bool DetectsPlayer()
+ {
+ if (_enemy.IsPlayerVisible()) return true;
+ var hub = _enemy.SensorHub;
+ return hub != null && hub.HasAnyDetection(Perception.SensorSlotNames.Aggro);
+ }
public bool InRange(float range) => _enemy.IsPlayerInRange(range);
- public bool LostFor(float seconds) => !_enemy.IsPlayerVisible() && _lostTimer >= seconds;
+ public bool LostFor(float seconds) => !DetectsPlayer() && _lostTimer >= seconds;
public Vector2 LastKnown => _lastKnown;
// ---- IMover ----
@@ -61,6 +68,8 @@ namespace BaseGames.Enemies
if (nav != null && !nav.IsMoving) nav.WalkToRandom();
}
public void LookAround() => _enemy.BeginLookAround();
+ public void UseChaseSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
+ public void UsePatrolSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.WalkSpeed : 0f);
// ---- ICombatant ----
public bool UseAbility(string abilityId)
@@ -101,5 +110,8 @@ namespace BaseGames.Enemies
}
}
public bool HpBelow(float ratio) => HpPercent < ratio;
+
+ // ---- IEnemyActor ----
+ public void SetPhase(AiPhase phase) => _enemy.SetAiPhase(phase);
}
}
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/IEnemyActor.cs b/Assets/_Game/Scripts/Enemies/AIBrain/IEnemyActor.cs
new file mode 100644
index 00000000..5dbe3a2c
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/IEnemyActor.cs
@@ -0,0 +1,13 @@
+namespace BaseGames.Enemies
+{
+ ///
+ /// 敌人侧的决策输出接口:AI 决策层用它"声明"当前行为阶段,由敌人模块(EnemyBase)负责
+ /// 实现(播放阶段动画、供警戒/群体逻辑消费)。AiPhase 属 Enemies 命名空间,
+ /// 故不放进通用 BaseGames.AI 接口;由 EnemyBrainContext 实现,Enemies 侧的 AiScript 使用。
+ ///
+ public interface IEnemyActor
+ {
+ /// 声明当前 AI 行为阶段(EnemyBase 据此自动播放对应动画)。
+ void SetPhase(AiPhase phase);
+ }
+}
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/IEnemyActor.cs.meta b/Assets/_Game/Scripts/Enemies/AIBrain/IEnemyActor.cs.meta
new file mode 100644
index 00000000..667d6ad2
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/IEnemyActor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: eebe2d7aae469d740a9b58294372e638
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant: