Refactor code structure for improved readability and maintainability
This commit is contained in:
@@ -10,11 +10,12 @@ namespace BaseGames.Enemies.AI
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/// BD Action:启动 Boss 阶段过渡演出(无敌帧 + 可选定格),等待过渡完成后返回 Success。
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///
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/// 返回 Running:过渡演出进行中(BossBase.IsPhaseTransitioning = true)。
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/// 返回 Success:过渡完成,已切换到目标阶段。
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/// 返回 Success:过渡完成或目标阶段已达到(含守护逻辑,防止重复触发)。
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/// 返回 Failure:BossBase 组件不存在。
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///
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/// 典型 BT 用法:
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/// Sequence [ BD_IsHPBelow(0.5) → BD_BossPhaseTransition(Phase=1, Duration=1.5) → ... ]
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/// Sequence [ BD_IsHPBelow(0.5) → BD_BossPhaseTransition(Phase=1, Duration=1.5) → Phase2战斗节点 ]
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/// 过渡完成后,此节点每 tick 因守护立即返回 Success,Sequence 直接进入后续战斗节点。
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/// </summary>
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[TaskName("Boss Phase Transition")]
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[TaskCategory("BaseGames/Enemy/Boss")]
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@@ -41,6 +42,9 @@ namespace BaseGames.Enemies.AI
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{
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if (_boss == null) return TaskStatus.Failure;
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// 防止 BT 重入时重复触发阶段过渡:目标阶段已达到则直接返回 Success
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if (_boss.CurrentPhase >= m_TargetPhase) return TaskStatus.Success;
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if (!_started)
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{
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_boss.BeginPhaseTransition(m_TargetPhase, m_InvincibleDuration);
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@@ -0,0 +1,88 @@
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using System.Collections;
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using Animancer;
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using UnityEngine;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>
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/// 带动画的天花板跌落能力:播放 Fall 动画 + 切换物理体为 Dynamic 自由下落,落地后启用接触伤害并恢复巡逻。
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/// 取代 sealed 的 CeilingDropAbility,动画所有权完整封装在本能力中。
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/// 可复用于任何需要从天花板落下并造成接触伤害的敌人。
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/// </summary>
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[RequireComponent(typeof(Rigidbody2D))]
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public class AnimatedCeilingDropAbility : EnemyAbilityBase
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{
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[Header("动画")]
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[Tooltip("下落循环动画(旋转下落姿态,循环播放直到落地)")]
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[SerializeField] private ClipTransition _fallLoopClip;
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[Header("物理下落")]
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[Tooltip("切换 Dynamic 后使用的重力倍率")]
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[SerializeField] private float _fallGravityScale = 3.5f;
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[Tooltip("下落超时保护(秒),超时后强制继续执行")]
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[SerializeField] private float _maxFallTime = 3f;
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[SerializeField] private LayerMask _groundMask;
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[Header("落地后")]
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[Tooltip("落地后恢复帧延迟(秒),之后切换为 Patrol 阶段")]
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[SerializeField] private float _recoveryTime = 0.1f;
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[SerializeField] private BodyContactDamage _contactDamage;
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private Rigidbody2D _rb;
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protected override void Awake()
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{
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base.Awake();
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_rb = GetComponentInParent<Rigidbody2D>();
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}
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protected override IEnumerator ExecuteCoroutine()
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{
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Phase = AbilityRunState.Active;
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// 播放下落动画(能力脚本负责动画所有权)
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if (_fallLoopClip.Clip != null)
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_animancer.Play(_fallLoopClip);
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// 切换物理:Kinematic → Dynamic + 重力
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var origBodyType = _rb.bodyType;
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var origGravScale = _rb.gravityScale;
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_rb.bodyType = RigidbodyType2D.Dynamic;
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_rb.gravityScale = _fallGravityScale;
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_rb.velocity = Vector2.zero;
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// 等待落地(超时保护)
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float elapsed = 0f;
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while (elapsed < _maxFallTime)
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{
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elapsed += Time.fixedDeltaTime;
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yield return new WaitForFixedUpdate();
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if (elapsed > 0.05f && IsGrounded()) break;
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}
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_rb.velocity = Vector2.zero;
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// 落地后启用接触伤害
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if (_contactDamage != null)
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_contactDamage.enabled = true;
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yield return EnemyAbilityWaits.Get(_recoveryTime);
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// SetAiPhase(Patrol) 自动播放 AnimConfig.Walk(地面移动动画)
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_enemy.SetAiPhase(AiPhase.Patrol);
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}
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private bool IsGrounded()
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{
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var hit = Physics2D.Raycast(_rb.position, Vector2.down, 0.6f, _groundMask);
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return hit.collider != null;
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}
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protected override void OnInterrupted(InterruptReason reason)
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{
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if (_rb != null)
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_rb.velocity = Vector2.zero;
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if (_contactDamage != null)
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_contactDamage.enabled = false;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 76c9c3969851d084396edd617bac8ef0
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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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userData:
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25
Assets/_Game/Scripts/Enemies/Abilities/AppearAbility.cs
Normal file
25
Assets/_Game/Scripts/Enemies/Abilities/AppearAbility.cs
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@@ -0,0 +1,25 @@
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using System.Collections;
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using Animancer;
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using UnityEngine;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>
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/// 出场演出能力:播放出场动画后切换到 Combat 阶段(适用于小Boss或需出场动画的精英怪)。
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/// 可复用于任何"播出场动画→进入战斗"的敌人。
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/// </summary>
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public class AppearAbility : EnemyAbilityBase
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{
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[SerializeField] private ClipTransition _appearClip;
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protected override IEnumerator ExecuteCoroutine()
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{
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Phase = AbilityRunState.Active;
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if (_appearClip.Clip == null) yield break;
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_animancer.Play(_appearClip);
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yield return EnemyAbilityWaits.Get(_appearClip.Clip.length);
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_enemy.SetAiPhase(AiPhase.Combat);
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}
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}
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}
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11
Assets/_Game/Scripts/Enemies/Abilities/AppearAbility.cs.meta
Normal file
11
Assets/_Game/Scripts/Enemies/Abilities/AppearAbility.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 419edb00543abc047a8e7601cf0f3ac4
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externalObjects: {}
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userData:
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@@ -0,0 +1,69 @@
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using System.Collections;
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using Animancer;
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using BaseGames.Combat;
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using UnityEngine;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>
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/// 天花板三段攻击能力:出击 → 脆弱悬挂窗口 → 收回。
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/// 悬挂阶段(_loopClip)为脆弱窗口:HurtBox 激活,等待 _hangDuration 后结束。
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/// 可复用于任何固定位置的天花板攻击型敌人。
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/// </summary>
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public class CeilingHangStrikeAbility : EnemyAbilityBase
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{
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[Header("动画")]
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[SerializeField] private ClipTransition _strikeClip;
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[SerializeField] private ClipTransition _loopClip;
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[SerializeField] private ClipTransition _endClip;
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[Header("碰撞")]
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[SerializeField] private HitBox _attackHitBox;
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[SerializeField] private HurtBox _hurtBox;
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[Header("行为")]
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[Tooltip("脆弱悬挂窗口持续时间(秒)")]
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[SerializeField] private float _hangDuration = 2f;
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protected override IEnumerator ExecuteCoroutine()
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{
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Phase = AbilityRunState.Active;
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// 出击阶段:播放攻击动画并激活 HitBox
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if (_strikeClip.Clip != null)
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{
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_animancer.Play(_strikeClip);
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var dmgSrc = _config?.attackSequence?.Length > 0 ? _config.attackSequence[0].damageSource : null;
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_attackHitBox?.Activate(dmgSrc, _transform);
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yield return EnemyAbilityWaits.Get(_strikeClip.Clip.length);
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}
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_attackHitBox?.Deactivate();
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// 脆弱悬挂阶段:HurtBox 激活为玩家反击窗口
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if (_loopClip.Clip != null)
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_animancer.Play(_loopClip);
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if (_hurtBox != null)
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_hurtBox.enabled = true;
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yield return EnemyAbilityWaits.Get(_hangDuration);
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if (_hurtBox != null)
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_hurtBox.enabled = false;
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// 收回阶段
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if (_endClip.Clip != null)
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{
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_animancer.Play(_endClip);
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yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
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}
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}
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protected override void OnInterrupted(InterruptReason reason)
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{
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_attackHitBox?.Deactivate();
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if (_hurtBox != null)
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_hurtBox.enabled = false;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5615d1d3eb70f414fb137428a3f7f962
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@@ -0,0 +1,65 @@
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using System.Collections;
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using Animancer;
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using UnityEngine;
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using BaseGames.Enemies.Perception;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>
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/// 循环追击 + 体接触伤害能力。
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/// 追击期间每帧更新 MoveTo,失去感知后收招退出并恢复巡逻状态。
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/// 可复用于任何需要"追击+接触伤害循环"的敌人。
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/// </summary>
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public class ContactChaseAbility : EnemyAbilityBase
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{
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[Header("动画")]
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[SerializeField] private ClipTransition _loopClip;
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[SerializeField] private ClipTransition _endClip;
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[Header("感知与接触伤害")]
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[SerializeField] private BodyContactDamage _contactDamage;
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[SerializeField] private EnemySensorHub _sensorHub;
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[Tooltip("用于追击感知判断的传感器槽位名,通常为 \"aggro\"")]
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[SerializeField] private string _aggroSlotName = "aggro";
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protected override IEnumerator ExecuteCoroutine()
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{
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Phase = AbilityRunState.Active;
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if (_loopClip.Clip != null)
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_animancer.Play(_loopClip);
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if (_contactDamage != null)
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_contactDamage.enabled = true;
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while (true)
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{
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if (_enemy.PlayerTransform == null) break;
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if (_sensorHub != null && !_sensorHub.IsDetecting(_aggroSlotName, _enemy.PlayerTransform.gameObject))
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break;
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_enemy.MoveTo(_enemy.PlayerTransform.position);
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yield return null;
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}
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if (_contactDamage != null)
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_contactDamage.enabled = false;
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_enemy.StopMovement();
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if (_endClip.Clip != null)
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{
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_animancer.Play(_endClip);
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yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
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}
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_enemy.SetAiPhase(AiPhase.Patrol);
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}
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protected override void OnInterrupted(InterruptReason reason)
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{
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if (_contactDamage != null)
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_contactDamage.enabled = false;
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}
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}
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}
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@@ -0,0 +1,11 @@
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42
Assets/_Game/Scripts/Enemies/Abilities/FacePlayerAbility.cs
Normal file
42
Assets/_Game/Scripts/Enemies/Abilities/FacePlayerAbility.cs
Normal file
@@ -0,0 +1,42 @@
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using System.Collections;
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using System.Linq;
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using Animancer;
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using UnityEngine;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>
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/// 面向玩家能力:朝向玩家后播放转身/翻转动画并等待完成。
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/// CanUse 重写:仅在无其他技能运行且玩家在背后时可用。
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/// 可复用于任何需要"检测背后玩家并翻转"的敌人。
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/// </summary>
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public class FacePlayerAbility : EnemyAbilityBase
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{
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[SerializeField] private ClipTransition _faceClip;
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public override bool CanUse =>
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base.CanUse
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&& !_enemy.Abilities.All.Any(a => a != this && a.IsRunning)
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&& IsPlayerBehind();
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private bool IsPlayerBehind()
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{
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if (_enemy.PlayerTransform == null) return false;
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float dx = _enemy.PlayerTransform.position.x - _enemy.transform.position.x;
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int facing = _enemy.Movement?.FacingDirection ?? 1;
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return (facing > 0 && dx < 0) || (facing < 0 && dx > 0);
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||||
}
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protected override IEnumerator ExecuteCoroutine()
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||||
{
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||||
Phase = AbilityRunState.Active;
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||||
_enemy.Movement?.FaceTarget(_enemy.PlayerTransform.position);
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||||
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if (_faceClip.Clip == null) yield break;
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_animancer.Play(_faceClip);
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||||
yield return EnemyAbilityWaits.Get(_faceClip.Clip.length);
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||||
}
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||||
}
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||||
}
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||||
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@@ -0,0 +1,81 @@
|
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using System.Collections;
|
||||
using Animancer;
|
||||
using BaseGames.Combat;
|
||||
using UnityEngine;
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||||
|
||||
namespace BaseGames.Enemies.Abilities
|
||||
{
|
||||
/// <summary>
|
||||
/// 近战攻击带后摇脆弱窗口能力:攻击动画期间按时间比例激活 HitBox,
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/// 攻击完成后开放 HurtBox(脆弱窗口),窗口结束后恢复正常。
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||||
/// 可复用于任何"攻击后有反击窗口"的敌人技能。
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||||
/// </summary>
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||||
public class MeleeVulnerabilityAbility : EnemyAbilityBase
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||||
{
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||||
[Header("动画")]
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||||
[SerializeField] private ClipTransition _attackClip;
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||||
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||||
[Header("碰撞")]
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||||
[SerializeField] private HitBox _hitBox;
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||||
[SerializeField] private HurtBox _hurtBox;
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||||
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||||
[Header("打击时间(0~1 归一化,基于 Clip 时长)")]
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||||
[SerializeField, Range(0f, 1f)] private float _hitEnterT = 0.30f;
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||||
[SerializeField, Range(0f, 1f)] private float _hitExitT = 0.60f;
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||||
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||||
[Header("后摇脆弱窗口")]
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||||
[Tooltip("HurtBox 激活时间(秒)")]
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||||
[SerializeField] private float _staggerDuration = 1.0f;
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||||
|
||||
protected override IEnumerator ExecuteCoroutine()
|
||||
{
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||||
Phase = AbilityRunState.Active;
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||||
if (_attackClip.Clip == null) yield break;
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||||
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||||
float len = _attackClip.Clip.length;
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||||
float t = 0f;
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||||
bool active = false;
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||||
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||||
var dmgSrc = _config?.attackSequence?.Length > 0 ? _config.attackSequence[0].damageSource : null;
|
||||
|
||||
_animancer.Play(_attackClip);
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||||
|
||||
while (t < len)
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||||
{
|
||||
t += Time.deltaTime;
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||||
|
||||
if (!active && t >= len * _hitEnterT)
|
||||
{
|
||||
_hitBox?.Activate(dmgSrc, _transform);
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||||
active = true;
|
||||
}
|
||||
if (active && t >= len * _hitExitT)
|
||||
{
|
||||
_hitBox?.Deactivate();
|
||||
active = false;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
if (active)
|
||||
_hitBox?.Deactivate();
|
||||
|
||||
// 后摇脆弱窗口
|
||||
if (_hurtBox != null)
|
||||
_hurtBox.enabled = true;
|
||||
|
||||
yield return EnemyAbilityWaits.Get(_staggerDuration);
|
||||
|
||||
if (_hurtBox != null)
|
||||
_hurtBox.enabled = false;
|
||||
}
|
||||
|
||||
protected override void OnInterrupted(InterruptReason reason)
|
||||
{
|
||||
_hitBox?.Deactivate();
|
||||
if (_hurtBox != null)
|
||||
_hurtBox.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5fc3af69bdd62a418fe6e2ce136c9a8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
24
Assets/_Game/Scripts/Enemies/Abilities/PlayClipAbility.cs
Normal file
24
Assets/_Game/Scripts/Enemies/Abilities/PlayClipAbility.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using Animancer;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Enemies.Abilities
|
||||
{
|
||||
/// <summary>
|
||||
/// 播放单个动画 Clip 并等待完成后退出(无副作用)。
|
||||
/// 可复用于任何需要"播一段动画即完成"的能力(如出场激活、台词演出等)。
|
||||
/// </summary>
|
||||
public class PlayClipAbility : EnemyAbilityBase
|
||||
{
|
||||
[SerializeField] private ClipTransition _clip;
|
||||
|
||||
protected override IEnumerator ExecuteCoroutine()
|
||||
{
|
||||
Phase = AbilityRunState.Active;
|
||||
if (_clip.Clip == null) yield break;
|
||||
|
||||
_animancer.Play(_clip);
|
||||
yield return EnemyAbilityWaits.Get(_clip.Clip.length);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a26fca0fa72894a4da1a5a58ee023154
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
75
Assets/_Game/Scripts/Enemies/Abilities/RepeatSlamAbility.cs
Normal file
75
Assets/_Game/Scripts/Enemies/Abilities/RepeatSlamAbility.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
using System.Collections;
|
||||
using Animancer;
|
||||
using BaseGames.Combat;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Enemies.Abilities
|
||||
{
|
||||
/// <summary>
|
||||
/// 多段砸地能力:起手 → 循环砸地(N次,带 HitBox 激活)→ 收招。
|
||||
/// 支持霸体(ABL SO 配置 interruptOnHurt=false),后摇时间可配置。
|
||||
/// 可复用于任何多段地面攻击型敌人。
|
||||
/// </summary>
|
||||
public class RepeatSlamAbility : EnemyAbilityBase
|
||||
{
|
||||
[Header("动画")]
|
||||
[SerializeField] private ClipTransition _startClip;
|
||||
[SerializeField] private ClipTransition _loopClip;
|
||||
[SerializeField] private ClipTransition _endClip;
|
||||
|
||||
[Header("打击")]
|
||||
[SerializeField] private HitBox _hitBox;
|
||||
|
||||
[Header("行为配置")]
|
||||
[Tooltip("每次砸地时 HitBox 激活时长(秒)")]
|
||||
[SerializeField] private float _hitActiveTime = 0.15f;
|
||||
[Tooltip("砸地次数")]
|
||||
[SerializeField] private int _slamCount = 2;
|
||||
[Tooltip("最后一次砸地收招后额外等待时间(秒)")]
|
||||
[SerializeField] private float _staggerDuration = 1.2f;
|
||||
|
||||
protected override IEnumerator ExecuteCoroutine()
|
||||
{
|
||||
Phase = AbilityRunState.Active;
|
||||
|
||||
if (_startClip.Clip != null)
|
||||
{
|
||||
_animancer.Play(_startClip);
|
||||
yield return EnemyAbilityWaits.Get(_startClip.Clip.length);
|
||||
}
|
||||
|
||||
for (int i = 0; i < _slamCount; i++)
|
||||
{
|
||||
if (_loopClip.Clip != null)
|
||||
{
|
||||
_animancer.Play(_loopClip);
|
||||
float preHit = Mathf.Max(0f, _loopClip.Clip.length - _hitActiveTime - 0.05f);
|
||||
yield return EnemyAbilityWaits.Get(preHit);
|
||||
}
|
||||
|
||||
var dmgSrc = _config?.attackSequence?.Length > 0 ? _config.attackSequence[0].damageSource : null;
|
||||
_hitBox?.Activate(dmgSrc, _transform);
|
||||
yield return EnemyAbilityWaits.Get(_hitActiveTime);
|
||||
_hitBox?.Deactivate();
|
||||
|
||||
if (i < _slamCount - 1)
|
||||
yield return EnemyAbilityWaits.Get(0.1f);
|
||||
}
|
||||
|
||||
if (_endClip.Clip != null)
|
||||
{
|
||||
_animancer.Play(_endClip);
|
||||
yield return EnemyAbilityWaits.Get(_endClip.Clip.length + _staggerDuration);
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return EnemyAbilityWaits.Get(_staggerDuration);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnInterrupted(InterruptReason reason)
|
||||
{
|
||||
_hitBox?.Deactivate();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff71de2a91f535d488c76df6395f1d78
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -214,6 +214,7 @@ namespace BaseGames.Enemies
|
||||
private IEnumerator PhaseTransitionCoroutine(int targetPhase, float duration)
|
||||
{
|
||||
IsPhaseTransitioning = true;
|
||||
OnBeginPhaseTransition(targetPhase);
|
||||
|
||||
// 打断技能 + 停止移动
|
||||
_skillExecutor?.InterruptCurrentSkill();
|
||||
@@ -232,8 +233,7 @@ namespace BaseGames.Enemies
|
||||
_phaseTransitionCoroutine = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 立即终止阶段过渡协程并清除标志位。
|
||||
/// <summary>立即终止阶段过渡协程并清除标志位。
|
||||
/// 死亡时调用,防止 IsPhaseTransitioning 永久为 true 影响对象池复用。
|
||||
/// </summary>
|
||||
private void AbortPhaseTransition()
|
||||
@@ -246,6 +246,12 @@ namespace BaseGames.Enemies
|
||||
IsPhaseTransitioning = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 阶段过渡开始时回调(子类可重写以触发演出动画或特殊逻辑)。
|
||||
/// 在无敌帧等待之前调用。
|
||||
/// </summary>
|
||||
protected virtual void OnBeginPhaseTransition(int targetPhase) { }
|
||||
|
||||
/// <summary>检查当前 HP 是否低于指定百分比(0~1)。</summary>
|
||||
public bool IsHPBelow(float ratio)
|
||||
{
|
||||
|
||||
171
Assets/_Game/Scripts/Enemies/Boss/ChaoFengBoss.cs
Normal file
171
Assets/_Game/Scripts/Enemies/Boss/ChaoFengBoss.cs
Normal file
@@ -0,0 +1,171 @@
|
||||
using System.Collections;
|
||||
using Animancer;
|
||||
using BaseGames.Combat;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Core.Pool;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace BaseGames.Enemies.Boss
|
||||
{
|
||||
/// <summary>
|
||||
/// 嘲风 Boss 主脚本。
|
||||
///
|
||||
/// Phase 0(地面):4 技能加权随机(回旋扇/扇形连击/小龙卷/大龙卷)。
|
||||
/// Phase 1(空中):风石技能 + 击落计数机制。
|
||||
///
|
||||
/// 阶段过渡流程:
|
||||
/// 1. BossBase.BeginPhaseTransition → OnBeginPhaseTransition(1) 立即播放过渡动画 + 开始浮空
|
||||
/// 2. 无敌期结束(≥ _riseDuration+buffer)→ BossBase.EnterPhase(1) 广播阶段切换事件
|
||||
///
|
||||
/// ⚠️ 动画由本脚本通过 Animancer.Play() 完整控制,不在 BD 中调用 BD_PlayAnimation。
|
||||
/// </summary>
|
||||
public class ChaoFengBoss : BossBase
|
||||
{
|
||||
[Header("浮空 / 击落")]
|
||||
[SerializeField] private ChaoFengFloatController _floatController;
|
||||
[SerializeField] private ChaoFengKnockdownCounter _knockdownCounter;
|
||||
|
||||
[Header("阶段过渡动画")]
|
||||
[SerializeField] private ClipTransition _phaseTransitionClip;
|
||||
|
||||
[Header("回旋扇收招动画")]
|
||||
[SerializeField] private ClipTransition _boomerangEndClip;
|
||||
|
||||
[Header("弹体发射点")]
|
||||
[SerializeField] private Transform _boomerangMuzzle;
|
||||
[SerializeField] private Transform _tornadoMuzzle;
|
||||
[SerializeField] private Transform _windStoneMuzzle;
|
||||
|
||||
[Header("击败演出动画")]
|
||||
[SerializeField] private ClipTransition _defeatStruggleClip;
|
||||
[Tooltip("倒地喘气(循环);与 ChaoFengKnockdownCounter._staggerClip 共用同一 Clip")]
|
||||
[SerializeField] private ClipTransition _defeatPantClip;
|
||||
[SerializeField] private ClipTransition _defeatStandUpClip;
|
||||
[SerializeField] private float _defeatPantDuration = 3f;
|
||||
|
||||
[Header("白屏回调(可接 CameraManager / VFX Event)")]
|
||||
[SerializeField] private UnityEngine.Events.UnityEvent _onDefeatWhiteFlash;
|
||||
|
||||
// ── 阶段过渡钩子 ─────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// 阶段过渡开始时立即播放过渡动画并启动浮空协程。
|
||||
/// invincibleDuration 需在 BD_BossPhaseTransition 中配置为 ≥ _riseDuration + 缓冲(约 2.0s)。
|
||||
/// </summary>
|
||||
protected override void OnBeginPhaseTransition(int targetPhase)
|
||||
{
|
||||
if (targetPhase == 1)
|
||||
{
|
||||
if (_phaseTransitionClip.Clip != null)
|
||||
Animancer.Play(_phaseTransitionClip);
|
||||
StartCoroutine(_floatController.FloatUp());
|
||||
}
|
||||
}
|
||||
|
||||
// ── 受击转发 ─────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// 转发受击事件至击落计数器。
|
||||
/// ⚠️ HurtBox 无公开 OnDamageTaken 事件,必须通过此虚方法转发。
|
||||
/// </summary>
|
||||
protected override void OnDamageTaken(DamageInfo info)
|
||||
{
|
||||
base.OnDamageTaken(info);
|
||||
_knockdownCounter?.OnBossHit(info);
|
||||
}
|
||||
|
||||
// ── 动画事件 ─────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// 回旋扇返回时由 ReturnProjectile 调用,触发收扇动画。
|
||||
/// </summary>
|
||||
public void OnBoomerangReturned()
|
||||
{
|
||||
if (_boomerangEndClip.Clip != null)
|
||||
Animancer.Play(_boomerangEndClip);
|
||||
}
|
||||
|
||||
// ── 弹体生成 ─────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// 由技能动画 AnimationEvent 触发,生成对应弹体。
|
||||
/// payload: "boomerang" / "tornado_small" / "tornado_large" / "wind_stone"
|
||||
/// </summary>
|
||||
public override void SpawnProjectile(string payload)
|
||||
{
|
||||
var pool = ServiceLocator.GetOrDefault<IObjectPoolService>();
|
||||
if (pool == null) return;
|
||||
|
||||
switch (payload)
|
||||
{
|
||||
case "boomerang":
|
||||
{
|
||||
var go = pool.Spawn("PROJ_Boomerang",
|
||||
_boomerangMuzzle != null ? _boomerangMuzzle.position : transform.position,
|
||||
Quaternion.identity);
|
||||
go?.GetComponent<ReturnProjectile>()?.SetOwner(transform);
|
||||
break;
|
||||
}
|
||||
case "tornado_small":
|
||||
pool.Spawn("PROJ_TornadoSmall",
|
||||
_tornadoMuzzle != null ? _tornadoMuzzle.position : transform.position,
|
||||
Quaternion.identity);
|
||||
break;
|
||||
|
||||
case "tornado_large":
|
||||
if (PlayerTransform != null)
|
||||
pool.Spawn("PROJ_TornadoLarge", PlayerTransform.position, Quaternion.identity);
|
||||
break;
|
||||
|
||||
case "wind_stone":
|
||||
pool.Spawn("PROJ_WindStone",
|
||||
_windStoneMuzzle != null ? _windStoneMuzzle.position : transform.position,
|
||||
Quaternion.identity);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ── 击败演出 ─────────────────────────────────────────────────────────
|
||||
|
||||
protected override void Die()
|
||||
{
|
||||
StartCoroutine(DefeatSequence());
|
||||
}
|
||||
|
||||
private IEnumerator DefeatSequence()
|
||||
{
|
||||
StopBehaviorTree();
|
||||
_knockdownCounter?.ForceEnd();
|
||||
|
||||
// Phase 2(空中)先落地
|
||||
if (CurrentPhase >= 1 && _floatController != null)
|
||||
yield return _floatController.FallDown();
|
||||
|
||||
// 空中挣扎(Defeat_Struggle)
|
||||
if (_defeatStruggleClip.Clip != null)
|
||||
{
|
||||
Animancer.Play(_defeatStruggleClip);
|
||||
yield return new WaitForSeconds(_defeatStruggleClip.Clip.length);
|
||||
}
|
||||
|
||||
// 白屏效果
|
||||
_onDefeatWhiteFlash?.Invoke();
|
||||
|
||||
// 倒地喘气(Defeat_Pant 循环)
|
||||
if (_defeatPantClip.Clip != null)
|
||||
Animancer.Play(_defeatPantClip);
|
||||
yield return new WaitForSeconds(_defeatPantDuration);
|
||||
|
||||
// 站起(Defeat_StandUp 单次)
|
||||
if (_defeatStandUpClip.Clip != null)
|
||||
{
|
||||
Animancer.Play(_defeatStandUpClip);
|
||||
yield return new WaitForSeconds(_defeatStandUpClip.Clip.length);
|
||||
}
|
||||
|
||||
// 广播战斗结束、触发结算过场
|
||||
base.Die();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Enemies/Boss/ChaoFengBoss.cs.meta
Normal file
11
Assets/_Game/Scripts/Enemies/Boss/ChaoFengBoss.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7eec9978ded028a409537e37d029c8cd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
46
Assets/_Game/Scripts/Enemies/Boss/ChaoFengFloatController.cs
Normal file
46
Assets/_Game/Scripts/Enemies/Boss/ChaoFengFloatController.cs
Normal file
@@ -0,0 +1,46 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Enemies.Boss
|
||||
{
|
||||
/// <summary>
|
||||
/// 嘲风漂浮控制器:负责 Phase 2 进入时上浮、击落时下落的平滑位移。
|
||||
/// 使用 Rigidbody2D.MovePosition 做帧级 Lerp 插值,避免物理穿墙。
|
||||
/// </summary>
|
||||
public class ChaoFengFloatController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float _floatHeight = 5f;
|
||||
[SerializeField] private float _riseDuration = 1.5f;
|
||||
[SerializeField] private float _fallDuration = 0.8f;
|
||||
[SerializeField] private Rigidbody2D _rb;
|
||||
|
||||
private float _groundY;
|
||||
|
||||
private void Start() => _groundY = transform.position.y;
|
||||
|
||||
/// <summary>上浮至悬空高度(切换为 Kinematic 后执行)。</summary>
|
||||
public IEnumerator FloatUp()
|
||||
{
|
||||
_rb.bodyType = RigidbodyType2D.Kinematic;
|
||||
_rb.velocity = Vector2.zero;
|
||||
yield return TweenY(transform.position.y, _groundY + _floatHeight, _riseDuration);
|
||||
}
|
||||
|
||||
/// <summary>下落回地面(落地后恢复 Dynamic)。</summary>
|
||||
public IEnumerator FallDown()
|
||||
{
|
||||
yield return TweenY(transform.position.y, _groundY, _fallDuration);
|
||||
_rb.bodyType = RigidbodyType2D.Dynamic;
|
||||
}
|
||||
|
||||
private IEnumerator TweenY(float from, float to, float duration)
|
||||
{
|
||||
for (float t = 0f; t < duration; t += Time.deltaTime)
|
||||
{
|
||||
_rb.MovePosition(new Vector2(transform.position.x, Mathf.Lerp(from, to, t / duration)));
|
||||
yield return null;
|
||||
}
|
||||
_rb.MovePosition(new Vector2(transform.position.x, to));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 29caa23156f932e43b02015182e66819
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,78 @@
|
||||
using System.Collections;
|
||||
using Animancer;
|
||||
using BaseGames.Boss;
|
||||
using BaseGames.Combat;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Enemies.Boss
|
||||
{
|
||||
/// <summary>
|
||||
/// 嘲风击落计数器(Phase 2)。
|
||||
/// 由 <see cref="ChaoFengBoss.OnDamageTaken"/> 直接调用 <see cref="OnBossHit"/>,
|
||||
/// 累计命中达到阈值后触发击落序列(下落 → 硬直 → 复位浮空)。
|
||||
///
|
||||
/// ⚠️ HurtBox 无公开 OnDamageTaken 事件,必须通过 EnemyBase.OnDamageTaken 虚方法转发。
|
||||
/// </summary>
|
||||
public class ChaoFengKnockdownCounter : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private int _threshold = 8;
|
||||
|
||||
[Header("依赖引用")]
|
||||
[SerializeField] private ChaoFengBoss _boss;
|
||||
[SerializeField] private ChaoFengFloatController _floatCtrl;
|
||||
|
||||
[Header("击落动画")]
|
||||
[SerializeField] private ClipTransition _knockdownHitClip;
|
||||
[Tooltip("击落后硬直动画(复用 Defeat_Pant Clip)")]
|
||||
[SerializeField] private ClipTransition _staggerClip;
|
||||
|
||||
[SerializeField] private float _staggerDuration = 3f;
|
||||
|
||||
private int _count;
|
||||
private bool _inKnockdown;
|
||||
|
||||
/// <summary>
|
||||
/// 由 <see cref="ChaoFengBoss.OnDamageTaken"/> 调用,累计受击并在达到阈值时触发击落。
|
||||
/// </summary>
|
||||
public void OnBossHit(DamageInfo info)
|
||||
{
|
||||
if (_inKnockdown || _boss == null || _boss.CurrentPhase != 1) return;
|
||||
|
||||
_count++;
|
||||
if (_count >= _threshold)
|
||||
{
|
||||
_count = 0;
|
||||
StartCoroutine(KnockdownSequence());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>强制结束正在进行中的击落序列(由 ChaoFengBoss.DefeatSequence 调用)。</summary>
|
||||
public void ForceEnd()
|
||||
{
|
||||
StopAllCoroutines();
|
||||
_inKnockdown = false;
|
||||
_count = 0;
|
||||
}
|
||||
|
||||
private IEnumerator KnockdownSequence()
|
||||
{
|
||||
_inKnockdown = true;
|
||||
|
||||
_boss.GetComponentInChildren<BossSkillExecutor>()?.InterruptCurrentSkill();
|
||||
|
||||
if (_knockdownHitClip.Clip != null)
|
||||
_boss.Animancer.Play(_knockdownHitClip);
|
||||
|
||||
yield return _floatCtrl.FallDown();
|
||||
|
||||
if (_staggerClip.Clip != null)
|
||||
_boss.Animancer.Play(_staggerClip);
|
||||
|
||||
yield return new WaitForSeconds(_staggerDuration);
|
||||
|
||||
yield return _floatCtrl.FloatUp();
|
||||
|
||||
_inKnockdown = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e0b39336c1ec5740abb2754b75bde04
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
61
Assets/_Game/Scripts/Enemies/Boss/ReturnProjectile.cs
Normal file
61
Assets/_Game/Scripts/Enemies/Boss/ReturnProjectile.cs
Normal file
@@ -0,0 +1,61 @@
|
||||
using UnityEngine;
|
||||
using BaseGames.Combat;
|
||||
|
||||
namespace BaseGames.Enemies.Boss
|
||||
{
|
||||
/// <summary>
|
||||
/// 嘲风回旋扇弹体:向前飞行至最大射程后自动追踪 Boss 返回。
|
||||
/// 命中目标或返回到 Boss 身边时归还对象池,并通知 Boss 触发收扇动画。
|
||||
/// </summary>
|
||||
public class ReturnProjectile : Projectile
|
||||
{
|
||||
private enum Stage { Forward, Returning }
|
||||
|
||||
[SerializeField] private float _maxRange = 8f;
|
||||
[SerializeField] private float _returnSpeed = 6f;
|
||||
|
||||
private Stage _stage;
|
||||
private Transform _ownerTransform;
|
||||
private Vector2 _startPos;
|
||||
|
||||
/// <summary>设置持有者 Transform(发射时由 ChaoFengBoss.SpawnProjectile 调用)。</summary>
|
||||
public void SetOwner(Transform owner) => _ownerTransform = owner;
|
||||
|
||||
protected override void OnInitialized()
|
||||
{
|
||||
_stage = Stage.Forward;
|
||||
_startPos = transform.position;
|
||||
_rb.velocity = Direction * _config.Speed;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
// 不使用基类的 Lifetime 自毁;由射程 / 返回逻辑控制生命周期
|
||||
if (_stage == Stage.Forward)
|
||||
{
|
||||
if (Vector2.Distance(transform.position, _startPos) >= _maxRange)
|
||||
{
|
||||
_stage = Stage.Returning;
|
||||
_rb.velocity = Vector2.zero;
|
||||
}
|
||||
}
|
||||
else // Returning
|
||||
{
|
||||
if (_ownerTransform == null)
|
||||
{
|
||||
base.ReturnToPool();
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 dir = ((Vector2)_ownerTransform.position - (Vector2)transform.position).normalized;
|
||||
_rb.velocity = dir * _returnSpeed;
|
||||
|
||||
if (Vector2.Distance(transform.position, _ownerTransform.position) < 0.5f)
|
||||
{
|
||||
_ownerTransform.GetComponentInParent<ChaoFengBoss>()?.OnBoomerangReturned();
|
||||
base.ReturnToPool();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Enemies/Boss/ReturnProjectile.cs.meta
Normal file
11
Assets/_Game/Scripts/Enemies/Boss/ReturnProjectile.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b3290cb8ac8a2f42a10c7c0c845c8ef
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
34
Assets/_Game/Scripts/Enemies/E003_YouZhi.cs
Normal file
34
Assets/_Game/Scripts/Enemies/E003_YouZhi.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
using System.Collections;
|
||||
using Animancer;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Enemies
|
||||
{
|
||||
/// <summary>
|
||||
/// E003 幼蛭。HP=1,一击即死。
|
||||
/// 支持双路初始化:
|
||||
/// - 预置路径:场景战斗触发器调用 <see cref="ActivateFromCeiling"/>
|
||||
/// - 对象池路径:E005 死亡时通过 <see cref="OnSpawn"/> 自动触发
|
||||
/// 能力脚本 <c>AnimatedCeilingDropAbility</c> 负责 Fall 动画 + 物理下落 + SetAiPhase(Patrol)。
|
||||
/// </summary>
|
||||
public class E003_YouZhi : EnemyBase
|
||||
{
|
||||
[Tooltip("对象池生成时是否立即执行下落能力(E005 触发生成路径)")]
|
||||
[SerializeField] private bool _activateOnSpawn = true;
|
||||
|
||||
public override void OnSpawn()
|
||||
{
|
||||
base.OnSpawn();
|
||||
if (_activateOnSpawn)
|
||||
Abilities.Get("e003_fall")?.Execute();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 场景预置路径:由场景触发器(EventTrigger / Animator Event)调用,触发天花板跌落。
|
||||
/// </summary>
|
||||
public void ActivateFromCeiling()
|
||||
{
|
||||
Abilities.Get("e003_fall")?.Execute();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Enemies/E003_YouZhi.cs.meta
Normal file
11
Assets/_Game/Scripts/Enemies/E003_YouZhi.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d86a36c2999f88842a212d095749c349
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
45
Assets/_Game/Scripts/Enemies/E004_ZhiMu.cs
Normal file
45
Assets/_Game/Scripts/Enemies/E004_ZhiMu.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
using System.Collections;
|
||||
using Animancer;
|
||||
using BaseGames.Combat;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Enemies
|
||||
{
|
||||
/// <summary>
|
||||
/// E004 蛭母(小Boss)。
|
||||
/// 特性:
|
||||
/// - 出场演出(AppearAbility)
|
||||
/// - 三技能(撕咬/头槌/酸液)+ 翻身(FacePlayerAbility)
|
||||
/// - 死亡两阶段:Death_Pre 无敌演出 → base.Die()
|
||||
/// </summary>
|
||||
public class E004_ZhiMu : EnemyBase
|
||||
{
|
||||
[Header("死亡演出")]
|
||||
[SerializeField] private ClipTransition _deathPreClip;
|
||||
[SerializeField] private HurtBox _hurtBox;
|
||||
[SerializeField] private float _deathPreDuration = 3f;
|
||||
|
||||
protected override void Die()
|
||||
{
|
||||
StartCoroutine(DeathSequence());
|
||||
}
|
||||
|
||||
private IEnumerator DeathSequence()
|
||||
{
|
||||
// 停止行为树防止覆盖演出动画
|
||||
StopBehaviorTree();
|
||||
StopMovement();
|
||||
|
||||
if (_hurtBox != null)
|
||||
_hurtBox.enabled = false;
|
||||
|
||||
if (_deathPreClip.Clip != null)
|
||||
{
|
||||
Animancer.Play(_deathPreClip);
|
||||
yield return new WaitForSeconds(_deathPreDuration);
|
||||
}
|
||||
|
||||
base.Die();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Enemies/E004_ZhiMu.cs.meta
Normal file
11
Assets/_Game/Scripts/Enemies/E004_ZhiMu.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf8f8c7225dca9c42b5a451b177319b9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
66
Assets/_Game/Scripts/Enemies/E005_FeiZhi.cs
Normal file
66
Assets/_Game/Scripts/Enemies/E005_FeiZhi.cs
Normal file
@@ -0,0 +1,66 @@
|
||||
using System.Collections;
|
||||
using Animancer;
|
||||
using BaseGames.Combat;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Core.Pool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Enemies
|
||||
{
|
||||
/// <summary>
|
||||
/// E005 肥蛭(精英怪)。
|
||||
/// 特性:
|
||||
/// - 撕咬(MeleeVulnerabilityAbility)含后摇脆弱窗口
|
||||
/// - 死亡两阶段:Death_Pre 无敌演出(含 AnimationEvent spawn_e003)→ base.Die()
|
||||
/// </summary>
|
||||
public class E005_FeiZhi : EnemyBase
|
||||
{
|
||||
[Header("死亡演出")]
|
||||
[SerializeField] private ClipTransition _deathPreClip;
|
||||
[SerializeField] private HurtBox _hurtBox;
|
||||
[SerializeField] private float _deathPreDuration = 3f;
|
||||
|
||||
[Header("生成 E003(Death_Pre AnimationEvent 触发)")]
|
||||
[SerializeField] private int _spawnCount = 3;
|
||||
[SerializeField] private float _spawnRadius = 1.5f;
|
||||
|
||||
/// <summary>
|
||||
/// Death_Pre 动画适当帧的 AnimationEvent 调用 SpawnProjectile("spawn_e003") 生成幼蛭。
|
||||
/// </summary>
|
||||
public override void SpawnProjectile(string payload)
|
||||
{
|
||||
if (payload != "spawn_e003") return;
|
||||
|
||||
var pool = BaseGames.Core.ServiceLocator.GetOrDefault<IObjectPoolService>();
|
||||
if (pool == null) return;
|
||||
|
||||
for (int i = 0; i < _spawnCount; i++)
|
||||
{
|
||||
Vector2 offset = Random.insideUnitCircle * _spawnRadius;
|
||||
pool.Spawn("ENM_YouZhi", (Vector2)transform.position + offset, Quaternion.identity);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Die()
|
||||
{
|
||||
StartCoroutine(DeathSequence());
|
||||
}
|
||||
|
||||
private IEnumerator DeathSequence()
|
||||
{
|
||||
StopBehaviorTree();
|
||||
StopMovement();
|
||||
|
||||
if (_hurtBox != null)
|
||||
_hurtBox.enabled = false;
|
||||
|
||||
if (_deathPreClip.Clip != null)
|
||||
{
|
||||
Animancer.Play(_deathPreClip);
|
||||
yield return new WaitForSeconds(_deathPreDuration);
|
||||
}
|
||||
|
||||
base.Die();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Enemies/E005_FeiZhi.cs.meta
Normal file
11
Assets/_Game/Scripts/Enemies/E005_FeiZhi.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f2460e8735a4dc5409fe6b0949bd65c0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -13,6 +13,8 @@ namespace BaseGames.Enemies
|
||||
public AnimationClip Idle;
|
||||
public AnimationClip Walk;
|
||||
public AnimationClip Run;
|
||||
[Tooltip("转身动画(可选);配合 EnemyMovement._enableTurnAnimation 使用,留空则瞬时翻转")]
|
||||
public AnimationClip Turn;
|
||||
|
||||
[Header("战斗")]
|
||||
public AnimationClip Attack;
|
||||
@@ -41,6 +43,7 @@ namespace BaseGames.Enemies
|
||||
"Idle" => Idle,
|
||||
"Walk" => Walk,
|
||||
"Run" or "Chase" => Run,
|
||||
"Turn" => Turn,
|
||||
"Attack" or "Attack_Melee" => Attack,
|
||||
"Hurt" => Hurt,
|
||||
"Stagger" => Stagger,
|
||||
|
||||
@@ -616,6 +616,17 @@ namespace BaseGames.Enemies
|
||||
private float _btCurrentInterval;
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// 停止行为树(子类 Die() 预演出阶段可调用,防止 BT 继续 Tick 覆盖演出逻辑)。
|
||||
/// 内部使用 #if GRAPH_DESIGNER 保护,子类无需处理条件编译。
|
||||
/// </summary>
|
||||
protected void StopBehaviorTree()
|
||||
{
|
||||
#if GRAPH_DESIGNER
|
||||
_behaviorTree?.StopBehavior();
|
||||
#endif
|
||||
}
|
||||
|
||||
protected virtual void Die()
|
||||
{
|
||||
if (_currentState == EnemyStateType.Dead) return;
|
||||
@@ -702,7 +713,7 @@ namespace BaseGames.Enemies
|
||||
protected virtual void OnValidate()
|
||||
{
|
||||
if (_statsSO == null)
|
||||
Debug.LogError($"[EnemyBase] {gameObject.name} 缺少 EnemyStatsSO 配置,运行时会 NullRef。", this);
|
||||
Debug.LogWarning($"[EnemyBase] {gameObject.name} 缺少 EnemyStatsSO 配置(运行时会 NullRef)。", this);
|
||||
if (_stats == null)
|
||||
Debug.LogWarning($"[EnemyBase] {gameObject.name} 未绑定 EnemyStats 组件引用。", this);
|
||||
if (_animancer == null)
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Animancer;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Enemies
|
||||
@@ -22,6 +23,14 @@ namespace BaseGames.Enemies
|
||||
[SerializeField] private EnemyStatsSO _config;
|
||||
[SerializeField] private SpriteRenderer _spriteRenderer;
|
||||
|
||||
[Header("转身动画")]
|
||||
[Tooltip("开启后,敌人翻转方向时播放转身动画并暂停水平移动,动画结束后完成翻转")]
|
||||
[SerializeField] private bool _enableTurnAnimation = false;
|
||||
[Tooltip("Animancer 组件引用;留空则在 Awake 时自动从父级查找")]
|
||||
[SerializeField] private AnimancerComponent _animancer;
|
||||
[Tooltip("动画配置 SO;留空则在 Awake 时自动从 EnemyBase 读取")]
|
||||
[SerializeField] private EnemyAnimationConfigSO _animConfig;
|
||||
|
||||
[Header("导航跳跃能力(INavLinkHandler)")]
|
||||
[Tooltip("可处理的最大跳跃垂直高度(超出则让 TBM 兜底)")]
|
||||
[SerializeField] private float _navJumpMaxHeight = 6f;
|
||||
@@ -36,9 +45,16 @@ namespace BaseGames.Enemies
|
||||
private int _facingDir = 1;
|
||||
private Coroutine _linkCoroutine;
|
||||
|
||||
// ── 转身状态 ────────────────────────────────────────────────────────
|
||||
private bool _isTurning;
|
||||
private int _pendingFacingDir; // 转身目标方向,转身完成后 ApplyFacingFlip 使用
|
||||
private Coroutine _turnCoroutine;
|
||||
|
||||
public bool IsGrounded { get; private set; }
|
||||
/// <summary>当前朝向:1 = 右,-1 = 左。</summary>
|
||||
public int FacingDirection => _facingDir;
|
||||
/// <summary>当前是否正在播放转身动画(移动输入在此期间被屏蔽)。</summary>
|
||||
public bool IsTurning => _isTurning;
|
||||
|
||||
// ── INavLinkHandler ────────────────────────────────────────────
|
||||
private static readonly NavLinkType[] _handledTypes =
|
||||
@@ -59,6 +75,7 @@ namespace BaseGames.Enemies
|
||||
|
||||
public void BeginLinkTraversal(NavLinkType type, Vector2 linkStart, Vector2 linkEnd, Action onComplete)
|
||||
{
|
||||
CancelTurn(); // 进入连接段前中止任何进行中的转身
|
||||
if (_linkCoroutine != null) StopCoroutine(_linkCoroutine);
|
||||
_linkCoroutine = type == NavLinkType.Jump
|
||||
? StartCoroutine(JumpLinkCoroutine(linkStart, linkEnd, onComplete))
|
||||
@@ -68,6 +85,7 @@ namespace BaseGames.Enemies
|
||||
public void AbortLinkTraversal()
|
||||
{
|
||||
if (_linkCoroutine != null) { StopCoroutine(_linkCoroutine); _linkCoroutine = null; }
|
||||
CancelTurn();
|
||||
StopHorizontal();
|
||||
}
|
||||
|
||||
@@ -117,6 +135,16 @@ namespace BaseGames.Enemies
|
||||
{
|
||||
Debug.Assert(_config != null, "[EnemyMovement] _config 未赋值,请在 Prefab Inspector 中指定 EnemyStatsSO。", this);
|
||||
_rb = GetComponent<Rigidbody2D>();
|
||||
|
||||
if (_enableTurnAnimation)
|
||||
{
|
||||
if (_animancer == null) _animancer = GetComponentInParent<AnimancerComponent>(true);
|
||||
if (_animConfig == null)
|
||||
{
|
||||
var enemyBase = GetComponentInParent<EnemyBase>(true);
|
||||
if (enemyBase != null) _animConfig = enemyBase.AnimConfig;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
@@ -124,30 +152,49 @@ namespace BaseGames.Enemies
|
||||
IsGrounded = IsGroundedCheck();
|
||||
}
|
||||
|
||||
/// <summary>按 SO 配置速度水平移动。dir: +1 右 / -1 左 / 0 停止。</summary>
|
||||
/// <summary>按 SO 配置速度水平移动。dir: +1 右 / -1 左 / 0 停止。转身动画期间调用无效。</summary>
|
||||
public void MoveHorizontal(float dir)
|
||||
{
|
||||
if (_isTurning) return;
|
||||
var vel = _rb.velocity;
|
||||
vel.x = dir * _config.WalkSpeed;
|
||||
_rb.velocity = vel;
|
||||
UpdateFacing(dir);
|
||||
}
|
||||
|
||||
/// <summary>显式指定速度(BD 追击任务调用)。</summary>
|
||||
/// <summary>显式指定速度(BD 追击任务调用)。转身动画期间调用无效。</summary>
|
||||
public void MoveWithSpeed(float dir, float speed)
|
||||
{
|
||||
if (_isTurning) return;
|
||||
var vel = _rb.velocity;
|
||||
vel.x = dir * speed;
|
||||
_rb.velocity = vel;
|
||||
UpdateFacing(dir);
|
||||
}
|
||||
|
||||
/// <summary>朝向指定世界坐标(通常传入玩家位置)。</summary>
|
||||
public void FaceTarget(Vector2 targetPos)
|
||||
{
|
||||
float dir = targetPos.x < transform.position.x ? -1f : 1f;
|
||||
UpdateFacing(dir);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 直接指定朝向方向。dir: +1 = 右,-1 = 左。
|
||||
/// 若启用转身动画且方向确实改变,会触发转身流程。
|
||||
/// </summary>
|
||||
public void FaceDirection(int dir)
|
||||
{
|
||||
if (dir == 0) return;
|
||||
UpdateFacing(dir > 0 ? 1f : -1f);
|
||||
}
|
||||
|
||||
/// <summary>朝向右方(+X)。</summary>
|
||||
public void FaceRight() => FaceDirection(1);
|
||||
|
||||
/// <summary>朝向左方(-X)。</summary>
|
||||
public void FaceLeft() => FaceDirection(-1);
|
||||
|
||||
public void ApplyKnockback(Vector2 dir, float force)
|
||||
{
|
||||
_rb.velocity = dir.normalized * force;
|
||||
@@ -197,16 +244,68 @@ namespace BaseGames.Enemies
|
||||
private void UpdateFacing(float dir)
|
||||
{
|
||||
if (Mathf.Approximately(dir, 0f)) return;
|
||||
if (_isTurning) return; // 转身进行中,忽略新的朝向请求
|
||||
int newDir = dir > 0f ? 1 : -1;
|
||||
if (newDir == _facingDir) return;
|
||||
_facingDir = newDir;
|
||||
if (_spriteRenderer != null)
|
||||
|
||||
if (_enableTurnAnimation && _animancer != null && _animConfig?.Turn != null)
|
||||
{
|
||||
_spriteRenderer.flipX = newDir < 0;
|
||||
// 启动转身协程:动画播完后再实际翻转
|
||||
_pendingFacingDir = newDir;
|
||||
if (_turnCoroutine != null) StopCoroutine(_turnCoroutine);
|
||||
_turnCoroutine = StartCoroutine(TurnCoroutine(newDir));
|
||||
}
|
||||
else
|
||||
{
|
||||
// SpriteRenderer 未绑定时通过 localScale 翻转朝向
|
||||
ApplyFacingFlip(newDir);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>转身动画协程:停止水平移动 → 播放 Turn 动画 → 翻转朝向 → 恢复。</summary>
|
||||
private IEnumerator TurnCoroutine(int newDir)
|
||||
{
|
||||
_isTurning = true;
|
||||
StopHorizontal();
|
||||
|
||||
_animancer.Play(_animConfig.Turn);
|
||||
float elapsed = 0f;
|
||||
float duration = _animConfig.Turn.length;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
ApplyFacingFlip(newDir);
|
||||
_isTurning = false;
|
||||
_turnCoroutine = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 立即中止进行中的转身协程,并将朝向应用到待转方向。
|
||||
/// 受击、死亡、NavLink 穿越等外部中断时调用。
|
||||
/// </summary>
|
||||
public void CancelTurn()
|
||||
{
|
||||
if (_turnCoroutine == null) return;
|
||||
StopCoroutine(_turnCoroutine);
|
||||
_turnCoroutine = null;
|
||||
if (_isTurning)
|
||||
{
|
||||
ApplyFacingFlip(_pendingFacingDir);
|
||||
_isTurning = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>真正执行朝向翻转(修改 SpriteRenderer.flipX 或 localScale)。</summary>
|
||||
private void ApplyFacingFlip(int newDir)
|
||||
{
|
||||
_facingDir = newDir;
|
||||
if (_spriteRenderer != null)
|
||||
_spriteRenderer.flipX = newDir < 0;
|
||||
else
|
||||
{
|
||||
Vector3 s = transform.localScale;
|
||||
transform.localScale = new Vector3(Mathf.Abs(s.x) * newDir, s.y, s.z);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user