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: