Refactor code structure for improved readability and maintainability

This commit is contained in:
2026-05-26 13:04:38 +08:00
parent f74d7f1877
commit 5a0f1548ea
53 changed files with 4853 additions and 163 deletions

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Defense: 0
WalkSpeed: 2
RunSpeed: 4
AttackDamage: 10
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DetectRange: 6
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InvestigateDuration: 3
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@@ -15,6 +15,7 @@
"BaseGames.Player",
"BaseGames.Player.States",
"BaseGames.Enemies",
"BaseGames.Enemies.Navigation",
"BaseGames.Camera",
"BaseGames.World",
"BaseGames.UI",

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@@ -8,6 +8,7 @@ using UnityEngine.UIElements;
using BaseGames.Boss;
using BaseGames.Combat;
using BaseGames.Enemies;
using BaseGames.Enemies.Abilities;
using BaseGames.Equipment;
using BaseGames.Input;
using BaseGames.Parry;
@@ -56,13 +57,24 @@ namespace BaseGames.Editor
private List<(string label, bool exists)> _bossSOStatus = new();
private double _lastRefreshTime;
// 小怪类型选择
// 小怪类型选择 — 具体敌人类型
private int _enemyTypeIndex = 0;
private static readonly string[] EnemyTypeLabels = { "普通(近战)", "远程", "飞行" };
private static readonly (string id, string name)[] EnemyTypes =
{
("E001", "草蛭"),
("E002", "簧蛭"),
("E003", "幼蛭"),
("E004", "蛭母"),
("E005", "肥蛭"),
("E006", "讙"),
};
// 动态内容区(类型切换时重建)
private VisualElement _enemyContentArea;
// Boss 命名字段
private string _bossId = "NewBoss";
private string _enemyId = "NewEnemy";
private string _bossId = "NewBoss"; // kept for legacy SkillSequenceSO queries if any
private string _enemyId = "E001"; // kept for legacy status calls if any
private string _playerId = "Player";
// SO 状态面板(按标签页缓存)
@@ -202,45 +214,35 @@ namespace BaseGames.Editor
_enemyStatusPanel = new VisualElement();
root.Add(_enemyStatusPanel);
root.Add(MakeSectionHeader("▶ 敌人类型选择"));
root.Add(MakeSectionHeader("▶ 敌人类型"));
root.Add(MakeHelpBox("选择要创建的具体敌人类型,对应 SO 工厂与场景放置按钮会自动切换。"));
var typeRow = new VisualElement { style = { flexDirection = FlexDirection.Row, marginBottom = 4 } };
for (int i = 0; i < EnemyTypeLabels.Length; i++)
var typeRow = new VisualElement();
typeRow.style.flexDirection = FlexDirection.Row;
typeRow.style.flexWrap = Wrap.Wrap;
typeRow.style.marginBottom = 4;
for (int i = 0; i < EnemyTypes.Length; i++)
{
int captured = i;
var (id, name) = EnemyTypes[i];
var btn = new Button(() =>
{
_enemyTypeIndex = captured;
// 高亮激活按钮(简单刷新所有同类按钮样式)
RefreshEnemyTypeButtons(root);
RefreshEnemyTypeButtons(typeRow);
RefreshEnemyTabContent(_enemyContentArea);
RefreshSOStatus();
})
{ text = EnemyTypeLabels[i] };
{ text = $"{id} {name}" };
btn.name = $"enemy-type-{i}";
btn.EnableInClassList("type-btn--active", i == _enemyTypeIndex);
typeRow.Add(btn);
}
root.Add(typeRow);
root.Add(MakeSectionHeader("▶ SO 资产工厂"));
root.Add(MakeHelpBox("每个敌人建议独立命名,便于 Loot / BD 资产管理。"));
var idRow = MakeLabeledTextField("敌人 ID", _enemyId, v => _enemyId = v);
root.Add(idRow);
var factory = MakeActionGroup();
factory.Add(MakeFactoryButton("EnemyStatsSO", () => CreateEnemyStat()));
factory.Add(MakeFactoryButton("LootTableSO", () => CreateLootTable()));
factory.Add(MakeFactoryButton("AttackPatternSO × 2", () => CreateEnemyAttackPatterns()));
factory.Add(MakeFactoryButton("DamageSourceSO", () => CreateEnemyDamageSource()));
root.Add(factory);
root.Add(MakeSeparator());
root.Add(MakeSectionHeader("▶ 场景搭建"));
root.Add(MakeHelpBox("根据选中的类型在场景中生成对应的敌人 GameObject。"));
var sceneGroup = MakeActionGroup();
sceneGroup.Add(MakeSceneButton("放置敌人到场景", PlaceSelectedEnemyType));
root.Add(sceneGroup);
_enemyContentArea = new VisualElement();
root.Add(_enemyContentArea);
RefreshEnemyTabContent(_enemyContentArea);
root.Add(MakeSeparator());
root.Add(MakeSectionHeader("▶ 专项编辑器"));
@@ -253,8 +255,47 @@ namespace BaseGames.Editor
return root;
}
private void RefreshEnemyTabContent(VisualElement container)
{
if (container == null) return;
container.Clear();
var (id, name) = EnemyTypes[_enemyTypeIndex];
string dir = $"{DataRoot}/Enemies/{id}";
string ablDir = $"{dir}/Abilities";
container.Add(MakeSectionHeader($"▶ SO 资产工厂({id} {name}"));
container.Add(MakeHelpBox($"统计 SO 路径:{dir}\n能力配置{ablDir}"));
var factory = MakeActionGroup();
factory.Add(MakeFactoryButton($"ENM_{id}_Stats.asset", () => { CreateEnemyStatsSO(id); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton($"ENM_{id}_AnimConfig.asset", () => { CreateEnemyAnimConfigSO(id); RefreshSOStatus(); }));
foreach (var (ablName, ablId) in GetEnemyAbilityDefs(id))
{
string capturedName = ablName;
string capturedId = ablId;
factory.Add(MakeFactoryButton($"ABL_{id}_{capturedName}.asset",
() => { CreateEnemyAbilitySO(id, capturedName, capturedId); RefreshSOStatus(); }));
}
container.Add(factory);
var createAllBtn = new Button(() => { CreateAllEnemySOs(id); RefreshSOStatus(); })
{ text = $"★ 一键创建全部 {id} SO" };
createAllBtn.AddToClassList("wizard-create-all-btn");
container.Add(createAllBtn);
container.Add(MakeSeparator());
container.Add(MakeSectionHeader("▶ 场景搭建"));
container.Add(MakeHelpBox("在当前活动场景中放置完整组件树并自动绑定已有 SO。"));
var sceneGroup = MakeActionGroup();
string sceneLabel = $"放置 {id} {name} 到场景";
sceneGroup.Add(MakeSceneButton(sceneLabel, () => PlaceSpecificEnemy(id)));
container.Add(sceneGroup);
}
// ════════════════════════════════════════════════════════════════════════
// Boss 标签页
// Boss 标签页(嘲风专属)
// ════════════════════════════════════════════════════════════════════════
private VisualElement BuildBossTab()
@@ -265,27 +306,30 @@ namespace BaseGames.Editor
_bossStatusPanel = new VisualElement();
root.Add(_bossStatusPanel);
root.Add(MakeSectionHeader("▶ SO 资产工厂"));
root.Add(MakeHelpBox("每个 Boss 独立目录Assets/_Game/Data/Enemies/<BossId>/"));
var idRow = MakeLabeledTextField("Boss ID", _bossId, v => _bossId = v);
root.Add(idRow);
root.Add(MakeSectionHeader("▶ SO 资产工厂(嘲风 ChaoFeng"));
root.Add(MakeHelpBox("路径Assets/_Game/Data/Enemies/ChaoFeng/\n能力配置Assets/_Game/Data/Enemies/ChaoFeng/Abilities/"));
var factory = MakeActionGroup();
factory.Add(MakeFactoryButton("EnemyStatsSOBoss", () => CreateBossStat()));
factory.Add(MakeFactoryButton("LootTableSOBoss", () => CreateBossLoot()));
factory.Add(MakeFactoryButton("AttackPatternSO × 3阶段", () => CreateBossAttackPatterns()));
factory.Add(MakeFactoryButton("BossSkillSO × 3", () => CreateBossSkills()));
factory.Add(MakeFactoryButton("SkillSequenceSOPhase 1", () => CreateBossSkillSequence(1)));
factory.Add(MakeFactoryButton("SkillSequenceSOPhase 2", () => CreateBossSkillSequence(2)));
factory.Add(MakeFactoryButton("DamageSourceSO × 3", () => CreateBossDamageSources()));
factory.Add(MakeFactoryButton("ENM_ChaoFeng_Stats.asset", () => { CreateChaoFengStatsSO(); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ENM_ChaoFeng_AnimConfig.asset",() => { CreateChaoFengAnimConfigSO(); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ABL_ChaoFeng_Idle.asset", () => { CreateChaoFengSkillSO("Idle", "chaofeng_idle"); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ABL_ChaoFeng_Slam.asset", () => { CreateChaoFengSkillSO("Slam", "chaofeng_slam"); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ABL_ChaoFeng_Sweep.asset", () => { CreateChaoFengSkillSO("Sweep", "chaofeng_sweep"); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ABL_ChaoFeng_WindBlade.asset", () => { CreateChaoFengSkillSO("WindBlade", "chaofeng_windblade"); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ABL_ChaoFeng_Summon.asset", () => { CreateChaoFengSkillSO("Summon", "chaofeng_summon"); RefreshSOStatus(); }));
root.Add(factory);
var createAllBtn = new Button(() => { CreateAllChaoFengSOs(); RefreshSOStatus(); })
{ text = "★ 一键创建全部 ChaoFeng SO" };
createAllBtn.AddToClassList("wizard-create-all-btn");
root.Add(createAllBtn);
root.Add(MakeSeparator());
root.Add(MakeSectionHeader("▶ 场景搭建"));
root.Add(MakeHelpBox("放置嘲风完整组件树ChaoFengBoss + 浮空控制器 + 击倒计数 + Phase1 HitBox × 4 + 炮口 × 3。"));
var sceneGroup = MakeActionGroup();
sceneGroup.Add(MakeSceneButton("放置 Boss 到场景", SceneObjectPlacerTool.PlaceBossEnemy));
sceneGroup.Add(MakeSceneButton("放置嘲风到场景并绑定 SO", SceneObjectPlacerTool.PlaceChaoFeng));
root.Add(sceneGroup);
root.Add(MakeSeparator());
@@ -507,96 +551,113 @@ namespace BaseGames.Editor
EditorUtility.DisplayDialog("指定完成", msg, "确定");
}
// ── SO 资产工厂:小怪 ────────────────────────────────────────────────
// ── SO 资产工厂:小怪(按类型) ───────────────────────────────────────────
private void CreateEnemyStat()
/// <summary>返回指定敌人类型的 (abilityFileName, abilityId) 定义列表。</summary>
private static (string ablName, string ablId)[] GetEnemyAbilityDefs(string enemyId) => enemyId switch
{
string dir = $"{DataRoot}/Enemies/{_enemyId}";
var asset = EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(dir, $"ENM_{_enemyId}_Stats");
if (asset != null) RefreshSOStatus();
"E001" => new[] { ("Alert", "e001_alert"), ("Chase", "e001_chase") },
"E002" => new[] { ("Strike", "e002_strike") },
"E003" => new[] { ("Fall", "e003_fall") },
"E004" => new[] { ("Bite", "e004_bite"), ("Slam", "e004_slam"), ("Acid", "e004_acid"),
("Charge", "e004_charge"), ("Chase", "e004_chase") },
"E005" => new[] { ("Bite", "e005_bite"), ("Acid", "e005_acid") },
"E006" => new[] { ("Leap", "e006_leap"), ("Chase", "e006_chase") },
_ => System.Array.Empty<(string, string)>(),
};
private static void CreateEnemyStatsSO(string id)
{
string dir = $"Assets/_Game/Data/Enemies/{id}";
EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(dir, $"ENM_{id}_Stats");
}
private void CreateLootTable()
private static void CreateEnemyAnimConfigSO(string id)
{
string dir = $"{DataRoot}/Enemies/{_enemyId}";
var asset = EditorScaffoldUtils.CreateSOAsset<LootTableSO>(dir, $"ENM_{_enemyId}_Loot");
if (asset != null) RefreshSOStatus();
string dir = $"Assets/_Game/Data/Enemies/{id}";
EditorScaffoldUtils.CreateSOAsset<EnemyAnimationConfigSO>(dir, $"ENM_{id}_AnimConfig");
}
private void CreateEnemyAttackPatterns()
private static void CreateEnemyAbilitySO(string enemyId, string ablName, string ablId)
{
string dir = $"{DataRoot}/Enemies/{_enemyId}";
foreach (var label in new[] { "Melee", "Ranged" })
EditorScaffoldUtils.CreateSOAsset<AttackPatternSO>(dir, $"ENM_{_enemyId}_Pattern_{label}");
RefreshSOStatus();
}
private void CreateEnemyDamageSource()
string dir = $"Assets/_Game/Data/Enemies/{enemyId}/Abilities";
string name = $"ABL_{enemyId}_{ablName}";
var so = EditorScaffoldUtils.CreateSOAsset<EnemyAbilitySO>(dir, name);
// Set abilityId on newly-created SO (skip if already existed = null returned)
if (so != null)
{
string dir = $"{DataRoot}/Enemies/{_enemyId}";
EditorScaffoldUtils.CreateSOAsset<DamageSourceSO>(dir, $"ENM_{_enemyId}_DS");
RefreshSOStatus();
}
// ── SO 资产工厂Boss ─────────────────────────────────────────────────
private void CreateBossStat()
{
string dir = $"{DataRoot}/Enemies/{_bossId}";
EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(dir, $"ENM_{_bossId}_Stats");
RefreshSOStatus();
}
private void CreateBossLoot()
{
string dir = $"{DataRoot}/Enemies/{_bossId}";
EditorScaffoldUtils.CreateSOAsset<LootTableSO>(dir, $"ENM_{_bossId}_Loot");
RefreshSOStatus();
}
private void CreateBossAttackPatterns()
{
string dir = $"{DataRoot}/Enemies/{_bossId}/Patterns";
foreach (var label in new[] { "Phase1", "Phase2_A", "Phase2_B" })
EditorScaffoldUtils.CreateSOAsset<AttackPatternSO>(dir, $"ENM_{_bossId}_Pattern_{label}");
RefreshSOStatus();
}
private void CreateBossSkills()
{
string dir = $"{DataRoot}/Enemies/{_bossId}/Skills";
foreach (var label in new[] { "Skill_Slam", "Skill_Sweep", "Skill_Summon" })
EditorScaffoldUtils.CreateSOAsset<BossSkillSO>(dir, $"SKL_{_bossId}_{label}");
RefreshSOStatus();
}
private void CreateBossSkillSequence(int phase)
{
string dir = $"{DataRoot}/Enemies/{_bossId}/Skills";
EditorScaffoldUtils.CreateSOAsset<SkillSequenceSO>(dir, $"SKL_{_bossId}_Phase{phase}_Sequence");
RefreshSOStatus();
}
private void CreateBossDamageSources()
{
string dir = $"{DataRoot}/Enemies/{_bossId}/DamageSources";
foreach (var label in new[] { "Slam", "Sweep", "Projectile" })
EditorScaffoldUtils.CreateSOAsset<DamageSourceSO>(dir, $"ENM_{_bossId}_DS_{label}");
RefreshSOStatus();
}
// ── 场景搭建 ──────────────────────────────────────────────────────────
private void PlaceSelectedEnemyType()
{
switch (_enemyTypeIndex)
{
case 0: SceneObjectPlacerTool.PlaceEnemy(); break;
case 1: SceneObjectPlacerTool.PlaceEnemy(); break; // 复用,类型通过 SO 区分
case 2: SceneObjectPlacerTool.PlaceEnemy(); break;
so.abilityId = ablId;
EditorUtility.SetDirty(so);
AssetDatabase.SaveAssets();
}
}
private static void CreateAllEnemySOs(string id)
{
CreateEnemyStatsSO(id);
CreateEnemyAnimConfigSO(id);
foreach (var (ablName, ablId) in GetEnemyAbilityDefs(id))
CreateEnemyAbilitySO(id, ablName, ablId);
AssetDatabase.SaveAssets();
EditorUtility.DisplayDialog("创建完成",
$"全部 {id} SO 已创建(已存在的跳过)。\n请放置到场景后检查组件绑定。", "确定");
}
private static void PlaceSpecificEnemy(string id)
{
switch (id)
{
case "E001": SceneObjectPlacerTool.PlaceE001_CaoZhi(); break;
case "E002": SceneObjectPlacerTool.PlaceE002_HuangZhi(); break;
case "E003": SceneObjectPlacerTool.PlaceE003_YouZhi_Enemy(); break;
case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(); break;
case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(); break;
case "E006": SceneObjectPlacerTool.PlaceE006_Huan(); break;
default: SceneObjectPlacerTool.PlaceEnemy(); break;
}
}
// ── SO 资产工厂:嘲风 Boss ─────────────────────────────────────────────
private static void CreateChaoFengStatsSO()
{
string dir = "Assets/_Game/Data/Enemies/ChaoFeng";
EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(dir, "ENM_ChaoFeng_Stats");
}
private static void CreateChaoFengAnimConfigSO()
{
string dir = "Assets/_Game/Data/Enemies/ChaoFeng";
EditorScaffoldUtils.CreateSOAsset<EnemyAnimationConfigSO>(dir, "ENM_ChaoFeng_AnimConfig");
}
private static void CreateChaoFengSkillSO(string skillName, string skillId)
{
string dir = "Assets/_Game/Data/Enemies/ChaoFeng/Abilities";
string name = $"ABL_ChaoFeng_{skillName}";
var so = EditorScaffoldUtils.CreateSOAsset<BossSkillSO>(dir, name);
if (so != null)
{
EditorUtility.SetDirty(so);
AssetDatabase.SaveAssets();
}
}
private static void CreateAllChaoFengSOs()
{
CreateChaoFengStatsSO();
CreateChaoFengAnimConfigSO();
foreach (var (n, id) in new[] { ("Idle","chaofeng_idle"), ("Slam","chaofeng_slam"),
("Sweep","chaofeng_sweep"), ("WindBlade","chaofeng_windblade"),
("Summon","chaofeng_summon") })
CreateChaoFengSkillSO(n, id);
AssetDatabase.SaveAssets();
EditorUtility.DisplayDialog("创建完成",
"全部嘲风 SO 已创建(已存在的跳过)。\n放置到场景后检查 BossSkillExecutor._skills 绑定。", "确定");
}
// ── 场景搭建(已移至 RefreshEnemyTabContent 内的内联按钮) ─────────────
// ── SO 状态面板刷新 ───────────────────────────────────────────────────
private void RefreshSOStatus()
@@ -636,16 +697,19 @@ namespace BaseGames.Editor
if (_enemyStatusPanel == null) return;
_enemyStatusPanel.Clear();
string dir = $"{DataRoot}/Enemies/{_enemyId}";
var checks = new (string label, UnityEngine.Object asset)[]
{
("EnemyStatsSO", FindAtPath<EnemyStatsSO>($"{dir}/ENM_{_enemyId}_Stats.asset")),
("LootTableSO", FindAtPath<LootTableSO>($"{dir}/ENM_{_enemyId}_Loot.asset")),
("AttackPatternSO×2", FindAtPath<AttackPatternSO>($"{dir}/ENM_{_enemyId}_Pattern_Melee.asset")),
("DamageSourceSO", FindAtPath<DamageSourceSO>($"{dir}/ENM_{_enemyId}_DS.asset")),
};
var (id, name) = EnemyTypes[_enemyTypeIndex];
string dir = $"{DataRoot}/Enemies/{id}";
string ablDir = $"{dir}/Abilities";
_enemyStatusPanel.Add(MakeStatusGrid(checks));
var items = new List<(string label, UnityEngine.Object asset)>
{
($"ENM_{id}_Stats", FindAtPath<EnemyStatsSO>($"{dir}/ENM_{id}_Stats.asset")),
($"ENM_{id}_AnimConfig",FindAtPath<EnemyAnimationConfigSO>($"{dir}/ENM_{id}_AnimConfig.asset")),
};
foreach (var (ablName, _) in GetEnemyAbilityDefs(id))
items.Add(($"ABL_{id}_{ablName}", FindAtPath<EnemyAbilitySO>($"{ablDir}/ABL_{id}_{ablName}.asset")));
_enemyStatusPanel.Add(MakeStatusGrid(items.ToArray()));
}
private void BuildBossStatus()
@@ -653,15 +717,17 @@ namespace BaseGames.Editor
if (_bossStatusPanel == null) return;
_bossStatusPanel.Clear();
string dir = $"{DataRoot}/Enemies/{_bossId}";
const string dir = "Assets/_Game/Data/Enemies/ChaoFeng";
const string ablDir = "Assets/_Game/Data/Enemies/ChaoFeng/Abilities";
var checks = new (string label, UnityEngine.Object asset)[]
{
("EnemyStatsSOBoss", FindAtPath<EnemyStatsSO>($"{dir}/ENM_{_bossId}_Stats.asset")),
("LootTableSO", FindAtPath<LootTableSO>($"{dir}/ENM_{_bossId}_Loot.asset")),
("AttackPatternSOPhase1", FindAtPath<AttackPatternSO>($"{dir}/Patterns/ENM_{_bossId}_Pattern_Phase1.asset")),
("BossSkillSO≥1", EditorScaffoldUtils.FindAllAssetsOfType<BossSkillSO>()
.FirstOrDefault(s => s.name.StartsWith("SKL_" + _bossId, StringComparison.OrdinalIgnoreCase))),
("SkillSequenceSOPhase1", FindAtPath<SkillSequenceSO>($"{dir}/Skills/SKL_{_bossId}_Phase1_Sequence.asset")),
("ENM_ChaoFeng_Stats", FindAtPath<EnemyStatsSO>($"{dir}/ENM_ChaoFeng_Stats.asset")),
("ENM_ChaoFeng_AnimConfig",FindAtPath<EnemyAnimationConfigSO>($"{dir}/ENM_ChaoFeng_AnimConfig.asset")),
("ABL_ChaoFeng_Idle", FindAtPath<BossSkillSO>($"{ablDir}/ABL_ChaoFeng_Idle.asset")),
("ABL_ChaoFeng_Slam", FindAtPath<BossSkillSO>($"{ablDir}/ABL_ChaoFeng_Slam.asset")),
("ABL_ChaoFeng_Sweep", FindAtPath<BossSkillSO>($"{ablDir}/ABL_ChaoFeng_Sweep.asset")),
("ABL_ChaoFeng_WindBlade", FindAtPath<BossSkillSO>($"{ablDir}/ABL_ChaoFeng_WindBlade.asset")),
("ABL_ChaoFeng_Summon", FindAtPath<BossSkillSO>($"{ablDir}/ABL_ChaoFeng_Summon.asset")),
};
_bossStatusPanel.Add(MakeStatusGrid(checks));
@@ -782,11 +848,11 @@ namespace BaseGames.Editor
return row;
}
private void RefreshEnemyTypeButtons(VisualElement tabRoot)
private void RefreshEnemyTypeButtons(VisualElement typeRow)
{
for (int i = 0; i < EnemyTypeLabels.Length; i++)
for (int i = 0; i < EnemyTypes.Length; i++)
{
var btn = tabRoot.Q<Button>($"enemy-type-{i}");
var btn = typeRow.Q<Button>($"enemy-type-{i}");
btn?.EnableInClassList("type-btn--active", i == _enemyTypeIndex);
}
}

View File

@@ -1,11 +1,16 @@
using System.Collections.Generic;
using System.Reflection;
using Animancer;
using BaseGames.Boss;
using BaseGames.Camera;
using BaseGames.Combat;
using BaseGames.Combat.StatusEffects;
using BaseGames.Dialogue;
using BaseGames.Enemies;
using BaseGames.Enemies.Abilities;
using BaseGames.Enemies.Boss;
using BaseGames.Enemies.Navigation;
using BaseGames.Enemies.Perception;
using BaseGames.Equipment;
using BaseGames.Parry;
using BaseGames.Player;
@@ -376,6 +381,741 @@ namespace BaseGames.Editor
MarkDirtyAndLog("Boss Enemy", go, report);
}
// ══ 具体敌人快速放置 ════════════════════════════════════════════════════
[MenuItem("BaseGames/Scene/Place/Enemy E001 (草蛭)", priority = 111)]
public static void PlaceE001_CaoZhi()
{
var report = new List<string>();
int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Place E001 草蛭");
GameObject go = new GameObject("ENM_CaoZhi");
Undo.RegisterCreatedObjectUndo(go, "Place E001");
go.transform.position = GetDropPosition();
SetLayer(go, "Enemy", report);
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
rb.bodyType = RigidbodyType2D.Dynamic;
rb.gravityScale = 2f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
CapsuleCollider2D body = GetOrAddComponent<CapsuleCollider2D>(go);
body.size = new Vector2(0.6f, 0.8f);
GetOrAddComponent<Animator>(go);
AnimancerComponent animancer = GetOrAddComponent<AnimancerComponent>(go);
SpriteRenderer sr1 = SetupSpriteRenderer(go);
EnemyBase enemyBase = GetOrAddComponent<EnemyBase>(go);
EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
GetOrAddComponent<EnemyNavAgent>(go);
GetOrAddComponent<NavAgent>(go);
EnemySensorHub sensorHub = GetOrAddComponent<EnemySensorHub>(go);
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
CapsuleCollider2D hurtCap = GetOrAddComponent<CapsuleCollider2D>(hurtBoxT.gameObject);
hurtCap.isTrigger = true;
hurtCap.size = new Vector2(0.55f, 0.75f);
HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
Transform contactT = GetOrCreateChild(go.transform, "ContactDamageZone");
SetLayer(contactT.gameObject, "EnemyHitBox", report);
CircleCollider2D contactCol = GetOrAddComponent<CircleCollider2D>(contactT.gameObject);
contactCol.isTrigger = true;
contactCol.radius = 0.4f;
HitBox contactHitBox = GetOrAddComponent<HitBox>(contactT.gameObject);
BodyContactDamage bodyContact = GetOrAddComponent<BodyContactDamage>(contactT.gameObject);
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
Transform alertT = GetOrCreateChild(abilitiesT, "PlayClipAbility_Alert");
PlayClipAbility alertAbility = GetOrAddComponent<PlayClipAbility>(alertT.gameObject);
Transform chaseT = GetOrCreateChild(abilitiesT, "ContactChaseAbility_Chase");
ContactChaseAbility chaseAbility = GetOrAddComponent<ContactChaseAbility>(chaseT.gameObject);
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E001_Stats");
AssignAsset(enemyBase, "_animConfig", report, false, "ENM_E001_AnimConfig");
// Component wiring
AssignReference(enemyBase, "_stats", enemyStats, report);
AssignReference(enemyBase, "_movement", movement, report);
AssignReference(enemyBase, "_animancer", animancer, report);
AssignReference(enemyBase, "_hurtBox", hurtBox, report);
AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
AssignAsset(movement, "_config", report, false, "ENM_E001_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_E001_AnimConfig");
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", sr1, report);
AssignAsset(alertAbility, "_config", report, false, "ABL_E001_Alert");
AssignAsset(chaseAbility, "_config", report, false, "ABL_E001_Chase");
AssignReference(chaseAbility, "_contactDamage", bodyContact, report);
AssignReference(chaseAbility, "_sensorHub", sensorHub, report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null) AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);
SetupSensorHubSlotNames(sensorHub, new[] { "aggro", "wall_ahead", "ledge" }, report);
report.Add("★ 在 EnemySensorHub Inspector 中绑定 Sensor 子节点aggro/wall_ahead/ledge。");
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E001_CaoZhi.asset。");
Undo.CollapseUndoOperations(undoGroup);
Selection.activeGameObject = go;
MarkDirtyAndLog("E001 草蛭", go, report);
}
[MenuItem("BaseGames/Scene/Place/Enemy E002 (簧蛭)", priority = 112)]
public static void PlaceE002_HuangZhi()
{
var report = new List<string>();
int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Place E002 簧蛭");
GameObject go = new GameObject("ENM_HuangZhi");
Undo.RegisterCreatedObjectUndo(go, "Place E002");
go.transform.position = GetDropPosition();
SetLayer(go, "Enemy", report);
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
rb.bodyType = RigidbodyType2D.Kinematic;
rb.gravityScale = 0f;
CapsuleCollider2D body = GetOrAddComponent<CapsuleCollider2D>(go);
body.size = new Vector2(0.5f, 0.7f);
GetOrAddComponent<Animator>(go);
AnimancerComponent animancer = GetOrAddComponent<AnimancerComponent>(go);
SetupSpriteRenderer(go);
EnemyBase enemyBase = GetOrAddComponent<EnemyBase>(go);
EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
EnemySensorHub sensorHub = GetOrAddComponent<EnemySensorHub>(go);
// HurtBox初始禁用附着天花板时不受伤
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
CapsuleCollider2D hurtCap = GetOrAddComponent<CapsuleCollider2D>(hurtBoxT.gameObject);
hurtCap.isTrigger = true;
hurtCap.size = new Vector2(0.45f, 0.65f);
HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
hurtBoxT.gameObject.SetActive(false);
// AttackHitBox下坠发动时由能力启用
Transform atkT = GetOrCreateChild(go.transform, "AttackHitBox");
SetLayer(atkT.gameObject, "EnemyHitBox", report);
BoxCollider2D atkCol = GetOrAddComponent<BoxCollider2D>(atkT.gameObject);
atkCol.isTrigger = true;
atkCol.size = new Vector2(0.5f, 0.5f);
HitBox atkHitBox = GetOrAddComponent<HitBox>(atkT.gameObject);
atkT.gameObject.SetActive(false);
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
Transform strikeT = GetOrCreateChild(abilitiesT, "CeilingHangStrikeAbility");
CeilingHangStrikeAbility strikeAbility = GetOrAddComponent<CeilingHangStrikeAbility>(strikeT.gameObject);
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E002_Stats");
AssignAsset(enemyBase, "_animConfig", report, false, "ENM_E002_AnimConfig");
AssignReference(enemyBase, "_stats", enemyStats, report);
AssignReference(enemyBase, "_animancer", animancer, report);
AssignReference(enemyBase, "_hurtBox", hurtBox, report);
AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
AssignAsset(strikeAbility, "_config", report, false, "ABL_E002_Strike");
AssignReference(strikeAbility, "_attackHitBox", atkHitBox, report);
AssignReference(strikeAbility, "_hurtBox", hurtBox, report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null) AssignReference(atkHitBox, "_defaultSource", dmgSrc, report);
SetupSensorHubSlotNames(sensorHub, new[] { "attack_range" }, report);
report.Add("★ 将此对象放置于天花板,调整位置使 CapsuleCollider 正好贴合天花板底面。");
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E002_HuangZhi.asset。");
Undo.CollapseUndoOperations(undoGroup);
Selection.activeGameObject = go;
MarkDirtyAndLog("E002 簧蛭", go, report);
}
[MenuItem("BaseGames/Scene/Place/Enemy E003 (幼蛭)", priority = 113)]
public static void PlaceE003_YouZhi_Enemy()
{
var report = new List<string>();
int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Place E003 幼蛭");
GameObject go = new GameObject("ENM_YouZhi");
Undo.RegisterCreatedObjectUndo(go, "Place E003");
go.transform.position = GetDropPosition();
SetLayer(go, "Enemy", report);
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
rb.bodyType = RigidbodyType2D.Kinematic;
rb.gravityScale = 0f;
CapsuleCollider2D body = GetOrAddComponent<CapsuleCollider2D>(go);
body.size = new Vector2(0.5f, 0.6f);
GetOrAddComponent<Animator>(go);
AnimancerComponent animancer = GetOrAddComponent<AnimancerComponent>(go);
SpriteRenderer sr3 = SetupSpriteRenderer(go);
E003_YouZhi enemyBase = GetOrAddComponent<E003_YouZhi>(go);
EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
GetOrAddComponent<EnemyNavAgent>(go);
GetOrAddComponent<NavAgent>(go);
EnemySensorHub sensorHub = GetOrAddComponent<EnemySensorHub>(go);
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
CapsuleCollider2D hurtCap = GetOrAddComponent<CapsuleCollider2D>(hurtBoxT.gameObject);
hurtCap.isTrigger = true;
hurtCap.size = new Vector2(0.45f, 0.55f);
HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
Transform contactT = GetOrCreateChild(go.transform, "ContactDamageZone");
SetLayer(contactT.gameObject, "EnemyHitBox", report);
CircleCollider2D contactCol = GetOrAddComponent<CircleCollider2D>(contactT.gameObject);
contactCol.isTrigger = true;
contactCol.radius = 0.35f;
HitBox contactHitBox = GetOrAddComponent<HitBox>(contactT.gameObject);
BodyContactDamage bodyContact = GetOrAddComponent<BodyContactDamage>(contactT.gameObject);
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
Transform fallT = GetOrCreateChild(abilitiesT, "AnimatedCeilingDropAbility");
AnimatedCeilingDropAbility fallAbility = GetOrAddComponent<AnimatedCeilingDropAbility>(fallT.gameObject);
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E003_Stats");
AssignAsset(enemyBase, "_animConfig", report, false, "ENM_E003_AnimConfig");
AssignReference(enemyBase, "_stats", enemyStats, report);
AssignReference(enemyBase, "_movement", movement, report);
AssignReference(enemyBase, "_animancer", animancer, report);
AssignReference(enemyBase, "_hurtBox", hurtBox, report);
AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
AssignAsset(movement, "_config", report, false, "ENM_E003_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_E003_AnimConfig");
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", sr3, report);
AssignAsset(fallAbility, "_config", report, false, "ABL_E003_Fall");
AssignReference(fallAbility, "_contactDamage", bodyContact, report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null) AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);
SetupSensorHubSlotNames(sensorHub, new[] { "aggro" }, report);
report.Add("★ 将此对象放置于天花板下方E003_YouZhi 会在 OnSpawn/ActivateFromCeiling 时执行下坠。");
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E003_YouZhi.asset。");
Undo.CollapseUndoOperations(undoGroup);
Selection.activeGameObject = go;
MarkDirtyAndLog("E003 幼蛭", go, report);
}
[MenuItem("BaseGames/Scene/Place/Enemy E004 (蛭母)", priority = 114)]
public static void PlaceE004_ZhiMu_Enemy()
{
var report = new List<string>();
int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Place E004 蛭母");
GameObject go = new GameObject("ENM_ZhiMu");
Undo.RegisterCreatedObjectUndo(go, "Place E004");
go.transform.position = GetDropPosition();
SetLayer(go, "Enemy", report);
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
rb.bodyType = RigidbodyType2D.Dynamic;
rb.gravityScale = 2f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
CapsuleCollider2D body = GetOrAddComponent<CapsuleCollider2D>(go);
body.size = new Vector2(0.8f, 1.2f);
GetOrAddComponent<Animator>(go);
AnimancerComponent animancer = GetOrAddComponent<AnimancerComponent>(go);
SpriteRenderer sr4 = SetupSpriteRenderer(go);
E004_ZhiMu enemyBase = GetOrAddComponent<E004_ZhiMu>(go);
EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
EnemyFeedback feedback = GetOrAddComponent<EnemyFeedback>(go);
EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
GetOrAddComponent<EnemyNavAgent>(go);
GetOrAddComponent<NavAgent>(go);
EnemySensorHub sensorHub = GetOrAddComponent<EnemySensorHub>(go);
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
CapsuleCollider2D hurtCap = GetOrAddComponent<CapsuleCollider2D>(hurtBoxT.gameObject);
hurtCap.isTrigger = true;
hurtCap.size = new Vector2(0.75f, 1.1f);
HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
Transform biteT = GetOrCreateChild(go.transform, "BiteHitBox");
SetLayer(biteT.gameObject, "EnemyHitBox", report);
BoxCollider2D biteCol = GetOrAddComponent<BoxCollider2D>(biteT.gameObject);
biteCol.isTrigger = true;
biteCol.size = new Vector2(0.6f, 0.4f);
HitBox biteHitBox = GetOrAddComponent<HitBox>(biteT.gameObject);
biteT.gameObject.SetActive(false);
Transform slamT = GetOrCreateChild(go.transform, "SlamHitBox");
SetLayer(slamT.gameObject, "EnemyHitBox", report);
CircleCollider2D slamCol = GetOrAddComponent<CircleCollider2D>(slamT.gameObject);
slamCol.isTrigger = true;
slamCol.radius = 0.7f;
HitBox slamHitBox = GetOrAddComponent<HitBox>(slamT.gameObject);
slamT.gameObject.SetActive(false);
Transform chargeHitBoxT = GetOrCreateChild(go.transform, "ChargeHitBox");
SetLayer(chargeHitBoxT.gameObject, "EnemyHitBox", report);
BoxCollider2D chargeHitCol = GetOrAddComponent<BoxCollider2D>(chargeHitBoxT.gameObject);
chargeHitCol.isTrigger = true;
chargeHitCol.size = new Vector2(0.9f, 0.8f);
HitBox chargeHitBox = GetOrAddComponent<HitBox>(chargeHitBoxT.gameObject);
chargeHitBoxT.gameObject.SetActive(false);
Transform acidMuzzleT = GetOrCreateChild(go.transform, "AcidMuzzle");
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
Transform biteAblT = GetOrCreateChild(abilitiesT, "MeleeAttackAbility_Bite");
MeleeAttackAbility biteAbl = GetOrAddComponent<MeleeAttackAbility>(biteAblT.gameObject);
Transform slamAblT = GetOrCreateChild(abilitiesT, "RepeatSlamAbility");
RepeatSlamAbility slamAbl = GetOrAddComponent<RepeatSlamAbility>(slamAblT.gameObject);
Transform acidAblT = GetOrCreateChild(abilitiesT, "ProjectileAttackAbility_Acid");
ProjectileAttackAbility acidAbl = GetOrAddComponent<ProjectileAttackAbility>(acidAblT.gameObject);
Transform chargeAblT = GetOrCreateChild(abilitiesT, "ChargeAbility");
ChargeAbility chargeAbl = GetOrAddComponent<ChargeAbility>(chargeAblT.gameObject);
Transform chaseAblT = GetOrCreateChild(abilitiesT, "ContactChaseAbility");
ContactChaseAbility chaseAbl = GetOrAddComponent<ContactChaseAbility>(chaseAblT.gameObject);
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E004_Stats");
AssignAsset(enemyBase, "_animConfig", report, false, "ENM_E004_AnimConfig");
AssignReference(enemyBase, "_stats", enemyStats, report);
AssignReference(enemyBase, "_movement", movement, report);
AssignReference(enemyBase, "_animancer", animancer, report);
AssignReference(enemyBase, "_feedback", feedback, report);
AssignReference(enemyBase, "_hurtBox", hurtBox, report);
AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
AssignAsset(movement, "_config", report, false, "ENM_E004_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_E004_AnimConfig");
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", sr4, report);
AssignAsset(biteAbl, "_config", report, false, "ABL_E004_Bite");
AssignAsset(slamAbl, "_config", report, false, "ABL_E004_Slam");
AssignAsset(acidAbl, "_config", report, false, "ABL_E004_Acid");
AssignAsset(chargeAbl, "_config", report, false, "ABL_E004_Charge");
AssignAsset(chaseAbl, "_config", report, false, "ABL_E004_Chase");
AssignMeleeHitBoxSlots(biteAbl, new[] { ("bite", biteHitBox) }, report);
AssignReference(slamAbl, "_hitBox", slamHitBox, report);
AssignReference(acidAbl, "_muzzle", acidMuzzleT, report);
AssignReference(chargeAbl, "_chargeHitBox", chargeHitBox, report);
AssignReference(chaseAbl, "_sensorHub", sensorHub, report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null)
{
AssignReference(biteHitBox, "_defaultSource", dmgSrc, report);
AssignReference(slamHitBox, "_defaultSource", dmgSrc, report);
AssignReference(chargeHitBox, "_defaultSource", dmgSrc, report);
}
SetupSensorHubSlotNames(sensorHub, new[] { "aggro", "los" }, report);
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E004_ZhiMu.asset。");
Undo.CollapseUndoOperations(undoGroup);
Selection.activeGameObject = go;
MarkDirtyAndLog("E004 蛭母", go, report);
}
[MenuItem("BaseGames/Scene/Place/Enemy E005 (肥蛭)", priority = 115)]
public static void PlaceE005_FeiZhi_Enemy()
{
var report = new List<string>();
int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Place E005 肥蛭");
GameObject go = new GameObject("ENM_FeiZhi");
Undo.RegisterCreatedObjectUndo(go, "Place E005");
go.transform.position = GetDropPosition();
SetLayer(go, "Enemy", report);
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
rb.bodyType = RigidbodyType2D.Dynamic;
rb.gravityScale = 2f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
CapsuleCollider2D body = GetOrAddComponent<CapsuleCollider2D>(go);
body.size = new Vector2(0.9f, 1.0f);
GetOrAddComponent<Animator>(go);
AnimancerComponent animancer = GetOrAddComponent<AnimancerComponent>(go);
SpriteRenderer sr5 = SetupSpriteRenderer(go);
E005_FeiZhi enemyBase = GetOrAddComponent<E005_FeiZhi>(go);
EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
GetOrAddComponent<EnemyNavAgent>(go);
GetOrAddComponent<NavAgent>(go);
EnemySensorHub sensorHub = GetOrAddComponent<EnemySensorHub>(go);
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
CapsuleCollider2D hurtCap = GetOrAddComponent<CapsuleCollider2D>(hurtBoxT.gameObject);
hurtCap.isTrigger = true;
hurtCap.size = new Vector2(0.85f, 0.95f);
HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
Transform biteT = GetOrCreateChild(go.transform, "BiteHitBox");
SetLayer(biteT.gameObject, "EnemyHitBox", report);
BoxCollider2D biteCol = GetOrAddComponent<BoxCollider2D>(biteT.gameObject);
biteCol.isTrigger = true;
biteCol.size = new Vector2(0.7f, 0.45f);
HitBox biteHitBox = GetOrAddComponent<HitBox>(biteT.gameObject);
biteT.gameObject.SetActive(false);
Transform acidMuzzleT = GetOrCreateChild(go.transform, "AcidMuzzle");
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
Transform biteAblT = GetOrCreateChild(abilitiesT, "MeleeAttackAbility_Bite");
MeleeAttackAbility biteAbl = GetOrAddComponent<MeleeAttackAbility>(biteAblT.gameObject);
Transform acidAblT = GetOrCreateChild(abilitiesT, "ProjectileAttackAbility_Acid");
ProjectileAttackAbility acidAbl = GetOrAddComponent<ProjectileAttackAbility>(acidAblT.gameObject);
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E005_Stats");
AssignAsset(enemyBase, "_animConfig", report, false, "ENM_E005_AnimConfig");
AssignReference(enemyBase, "_stats", enemyStats, report);
AssignReference(enemyBase, "_movement", movement, report);
AssignReference(enemyBase, "_animancer", animancer, report);
AssignReference(enemyBase, "_hurtBox", hurtBox, report);
AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
AssignAsset(movement, "_config", report, false, "ENM_E005_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_E005_AnimConfig");
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", sr5, report);
AssignAsset(biteAbl, "_config", report, false, "ABL_E005_Bite");
AssignAsset(acidAbl, "_config", report, false, "ABL_E005_Acid");
AssignMeleeHitBoxSlots(biteAbl, new[] { ("bite", biteHitBox) }, report);
AssignReference(acidAbl, "_muzzle", acidMuzzleT, report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null) AssignReference(biteHitBox, "_defaultSource", dmgSrc, report);
SetupSensorHubSlotNames(sensorHub, new[] { "aggro" }, report);
report.Add("★ 在 E005_FeiZhi._deathPreClip 上添加 AnimationEvent 调用 SpawnProjectile(\"spawn_e003\")。");
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E005_FeiZhi.asset。");
Undo.CollapseUndoOperations(undoGroup);
Selection.activeGameObject = go;
MarkDirtyAndLog("E005 肥蛭", go, report);
}
[MenuItem("BaseGames/Scene/Place/Enemy E006 (讙)", priority = 116)]
public static void PlaceE006_Huan()
{
var report = new List<string>();
int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Place E006 讙");
GameObject go = new GameObject("ENM_Huan");
Undo.RegisterCreatedObjectUndo(go, "Place E006");
go.transform.position = GetDropPosition();
SetLayer(go, "Enemy", report);
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
rb.bodyType = RigidbodyType2D.Dynamic;
rb.gravityScale = 2f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
CapsuleCollider2D body = GetOrAddComponent<CapsuleCollider2D>(go);
body.size = new Vector2(0.7f, 1.0f);
GetOrAddComponent<Animator>(go);
AnimancerComponent animancer = GetOrAddComponent<AnimancerComponent>(go);
SpriteRenderer sr6 = SetupSpriteRenderer(go);
EnemyBase enemyBase = GetOrAddComponent<EnemyBase>(go);
EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
GetOrAddComponent<EnemyNavAgent>(go);
GetOrAddComponent<NavAgent>(go);
EnemySensorHub sensorHub = GetOrAddComponent<EnemySensorHub>(go);
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
CapsuleCollider2D hurtCap = GetOrAddComponent<CapsuleCollider2D>(hurtBoxT.gameObject);
hurtCap.isTrigger = true;
hurtCap.size = new Vector2(0.65f, 0.95f);
HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
Transform contactT = GetOrCreateChild(go.transform, "ContactDamageZone");
SetLayer(contactT.gameObject, "EnemyHitBox", report);
CircleCollider2D contactCol = GetOrAddComponent<CircleCollider2D>(contactT.gameObject);
contactCol.isTrigger = true;
contactCol.radius = 0.4f;
HitBox contactHitBox = GetOrAddComponent<HitBox>(contactT.gameObject);
BodyContactDamage bodyContact = GetOrAddComponent<BodyContactDamage>(contactT.gameObject);
Transform landT = GetOrCreateChild(go.transform, "LandingHitBox");
SetLayer(landT.gameObject, "EnemyHitBox", report);
CircleCollider2D landCol = GetOrAddComponent<CircleCollider2D>(landT.gameObject);
landCol.isTrigger = true;
landCol.radius = 0.8f;
HitBox landHitBox = GetOrAddComponent<HitBox>(landT.gameObject);
landT.gameObject.SetActive(false);
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
Transform leapT = GetOrCreateChild(abilitiesT, "LeapAttackAbility");
LeapAttackAbility leapAbl = GetOrAddComponent<LeapAttackAbility>(leapT.gameObject);
Transform chaseT = GetOrCreateChild(abilitiesT, "ContactChaseAbility");
ContactChaseAbility chaseAbl = GetOrAddComponent<ContactChaseAbility>(chaseT.gameObject);
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(enemyBase, "_statsSO", report, false, "ENM_E006_Stats");
AssignAsset(enemyBase, "_animConfig", report, false, "ENM_E006_AnimConfig");
AssignReference(enemyBase, "_stats", enemyStats, report);
AssignReference(enemyBase, "_movement", movement, report);
AssignReference(enemyBase, "_animancer", animancer, report);
AssignReference(enemyBase, "_hurtBox", hurtBox, report);
AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
AssignAsset(movement, "_config", report, false, "ENM_E006_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_E006_AnimConfig");
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", sr6, report);
AssignAsset(leapAbl, "_config", report, false, "ABL_E006_Leap");
AssignAsset(chaseAbl, "_config", report, false, "ABL_E006_Chase");
AssignReference(leapAbl, "_landingHitBox", landHitBox, report);
AssignReference(chaseAbl, "_contactDamage", bodyContact, report);
AssignReference(chaseAbl, "_sensorHub", sensorHub, report);
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody");
if (dmgSrc != null)
{
AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);
AssignReference(landHitBox, "_defaultSource", dmgSrc, report);
}
SetupSensorHubSlotNames(sensorHub, new[] { "aggro", "wall_ahead", "ledge" }, report);
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E006_Huan.asset。");
Undo.CollapseUndoOperations(undoGroup);
Selection.activeGameObject = go;
MarkDirtyAndLog("E006 讙", go, report);
}
[MenuItem("BaseGames/Scene/Place/Boss 嘲风 (ChaoFeng)", priority = 117)]
public static void PlaceChaoFeng()
{
var report = new List<string>();
int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Place Boss 嘲风");
GameObject go = new GameObject("ENM_ChaoFeng");
Undo.RegisterCreatedObjectUndo(go, "Place ChaoFeng");
go.transform.position = GetDropPosition();
SetLayer(go, "Enemy", report);
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
rb.bodyType = RigidbodyType2D.Dynamic;
rb.gravityScale = 2f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
CapsuleCollider2D body = GetOrAddComponent<CapsuleCollider2D>(go);
body.size = new Vector2(1.2f, 2.0f);
GetOrAddComponent<Animator>(go);
AnimancerComponent animancer = GetOrAddComponent<AnimancerComponent>(go);
SpriteRenderer srBoss = SetupSpriteRenderer(go);
ChaoFengBoss bossBase = GetOrAddComponent<ChaoFengBoss>(go);
EnemyStats bossStats = GetOrAddComponent<EnemyStats>(go);
EnemyFeedback feedback = GetOrAddComponent<EnemyFeedback>(go);
EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
GetOrAddComponent<EnemyNavAgent>(go);
GetOrAddComponent<NavAgent>(go);
BossSkillExecutor skillExec = GetOrAddComponent<BossSkillExecutor>(go);
ChaoFengFloatController floatCtrl = GetOrAddComponent<ChaoFengFloatController>(go);
ChaoFengKnockdownCounter knockdown = GetOrAddComponent<ChaoFengKnockdownCounter>(go);
EnemySensorHub sensorHub = GetOrAddComponent<EnemySensorHub>(go);
// HurtBox
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
CapsuleCollider2D hurtCap = GetOrAddComponent<CapsuleCollider2D>(hurtBoxT.gameObject);
hurtCap.isTrigger = true;
hurtCap.size = new Vector2(1.1f, 1.9f);
HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
// Phase1 attack hitboxes (disabled by default; abilities enable/disable as needed)
HitBox biteHB = CreateDisabledHitBox(go.transform, "Phase1_BiteHitBox", "EnemyHitBox",
true, report, size: new Vector2(0.8f, 0.5f));
HitBox swipeR = CreateDisabledHitBox(go.transform, "Phase1_SwipeHitBox_R","EnemyHitBox",
true, report, size: new Vector2(1.2f, 0.4f));
HitBox swipeL = CreateDisabledHitBox(go.transform, "Phase1_SwipeHitBox_L","EnemyHitBox",
true, report, size: new Vector2(1.2f, 0.4f));
HitBox stompHB = CreateDisabledHitBox(go.transform, "Phase1_StompHitBox", "EnemyHitBox",
false, report, radius: 1.0f);
// Muzzle transforms for Phase 2 skills
GetOrCreateChild(go.transform, "WindBladeMuzzle");
GetOrCreateChild(go.transform, "TornadoMuzzle");
GetOrCreateChild(go.transform, "SummonSpawnPoint");
// SOs — assign first so OnValidate doesn't warn during wiring
AssignAsset(bossBase, "_statsSO", report, false, "ENM_ChaoFeng_Stats");
AssignAsset(bossBase, "_animConfig", report, false, "ENM_ChaoFeng_AnimConfig");
// Component wiring
AssignReference(bossBase, "_stats", bossStats, report);
AssignReference(bossBase, "_movement", movement, report);
AssignReference(bossBase, "_animancer", animancer, report);
AssignReference(bossBase, "_feedback", feedback, report);
AssignReference(bossBase, "_hurtBox", hurtBox, report);
AssignReference(skillExec, "_animancer", animancer, report);
AssignAsset(bossBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
AssignAsset(bossBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
AssignAsset(bossBase, "_onBossFightEnded", report, false, "EVT_BossFightEnded");
AssignAsset(bossBase, "_onBossPhaseChanged", report, false, "EVT_BossPhaseChanged");
AssignAsset(bossStats, "_onDifficultyChanged",report, false, "EVT_DifficultyChanged");
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
AssignAsset(movement, "_config", report, false, "ENM_ChaoFeng_Stats");
AssignAsset(movement, "_animConfig", report, false, "ENM_ChaoFeng_AnimConfig");
AssignReference(movement, "_animancer", animancer, report);
AssignReference(movement, "_spriteRenderer", srBoss, report);
// Collect BossSkillSOs and assign to executor
var skillAssets = new System.Collections.Generic.List<Object>();
foreach (var n in new[] { "ABL_ChaoFeng_Idle", "ABL_ChaoFeng_Slam", "ABL_ChaoFeng_Sweep",
"ABL_ChaoFeng_WindBlade", "ABL_ChaoFeng_Summon" })
{
Object sk = FindFirstAsset(n);
if (sk != null) skillAssets.Add(sk);
else report.Add($"未找到 BossSkillSO{n},请先一键创建 SO 后再重新运行此放置操作。");
}
if (skillAssets.Count > 0)
AssignObjectArray(skillExec, "_skills", skillAssets.ToArray(), report);
Object dmgSrc = FindFirstAsset("CMB_DS_BossBody", "CMB_DS_EnemyBody");
if (dmgSrc != null)
{
foreach (var hb in new[] { biteHB, swipeR, swipeL, stompHB })
if (hb != null) AssignReference(hb, "_defaultSource", dmgSrc, report);
}
SetupSensorHubSlotNames(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "los" }, report);
report.Add("★ 设置 BossSkillExecutor._bossId = \"ChaoFeng\"。");
report.Add("★ 将各 Phase1 HitBox 引用拖入 BossSkillExecutor._hitBoxes 数组。");
report.Add("★ 将 WindBladeMuzzle / TornadoMuzzle / SummonSpawnPoint 拖入对应 BossSkillSO 字段。");
report.Add("★ 挂载行为树 BehaviorTree 组件,指定 Boss_ChaoFeng.asset。");
Undo.CollapseUndoOperations(undoGroup);
Selection.activeGameObject = go;
MarkDirtyAndLog("Boss 嘲风 (ChaoFeng)", go, report);
}
// ══ 敌人放置辅助方法 ═══════════════════════════════════════════════════
/// <summary>
/// 创建禁用的 HitBox 子节点Box 或 Circle 碰撞体)。
/// </summary>
private static HitBox CreateDisabledHitBox(Transform parent, string childName, string layer,
bool isBox, List<string> report,
Vector2 size = default, float radius = 0.5f)
{
Transform t = GetOrCreateChild(parent, childName);
SetLayer(t.gameObject, layer, report);
if (isBox)
{
BoxCollider2D col = GetOrAddComponent<BoxCollider2D>(t.gameObject);
col.isTrigger = true;
col.size = size == default ? new Vector2(0.5f, 0.5f) : size;
}
else
{
CircleCollider2D col = GetOrAddComponent<CircleCollider2D>(t.gameObject);
col.isTrigger = true;
col.radius = radius;
}
HitBox hb = GetOrAddComponent<HitBox>(t.gameObject);
t.gameObject.SetActive(false);
return hb;
}
/// <summary>
/// 设置 EnemySensorHub._slots 的 slotName 字段Sensor 引用需在 Inspector 中手工绑定)。
/// </summary>
private static void SetupSensorHubSlotNames(EnemySensorHub hub, string[] slotNames, List<string> report)
{
var so = new SerializedObject(hub);
var slots = so.FindProperty("_slots");
if (slots == null || !slots.isArray)
{
report?.Add("EnemySensorHub._slots 字段未找到,传感器槽位需手工配置。");
return;
}
slots.arraySize = slotNames.Length;
for (int i = 0; i < slotNames.Length; i++)
slots.GetArrayElementAtIndex(i).FindPropertyRelative("slotName").stringValue = slotNames[i];
so.ApplyModifiedPropertiesWithoutUndo();
}
[MenuItem("BaseGames/Scene/Place/Hazard (LethalTrap)", priority = 120)]
public static void PlaceLethalTrap()
{
@@ -1084,6 +1824,30 @@ namespace BaseGames.Editor
so.ApplyModifiedPropertiesWithoutUndo();
}
/// <summary>
/// 为 MeleeAttackAbility._hitBoxSlots 赋值struct 数组 {slotName, hitBox})。
/// </summary>
private static void AssignMeleeHitBoxSlots(MeleeAttackAbility ability, (string slot, HitBox hb)[] slots, List<string> report)
{
if (ability == null) return;
var so = new SerializedObject(ability);
var prop = so.FindProperty("_hitBoxSlots");
if (prop == null || !prop.isArray)
{
report?.Add($"[WARN] MeleeAttackAbility._hitBoxSlots 属性未找到,请检查字段名。");
return;
}
prop.arraySize = slots.Length;
for (int i = 0; i < slots.Length; i++)
{
var elem = prop.GetArrayElementAtIndex(i);
elem.FindPropertyRelative("slotName").stringValue = slots[i].slot;
elem.FindPropertyRelative("hitBox").objectReferenceValue = slots[i].hb;
}
so.ApplyModifiedPropertiesWithoutUndo();
report?.Add($"[OK] MeleeAttackAbility._hitBoxSlots 已配置 {slots.Length} 个槽位。");
}
private static Object FindFirstAsset(params string[] candidates)
{
foreach (string candidate in candidates)

View File

@@ -10,11 +10,12 @@ namespace BaseGames.Enemies.AI
/// 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。
///
/// 返回 Running过渡演出进行中BossBase.IsPhaseTransitioning = true
/// 返回 Success过渡完成,已切换到目标阶段
/// 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)
/// 返回 FailureBossBase 组件不存在。
///
/// 典型 BT 用法:
/// Sequence [ BD_IsHPBelow(0.5) → BD_BossPhaseTransition(Phase=1, Duration=1.5) → ... ]
/// Sequence [ BD_IsHPBelow(0.5) → BD_BossPhaseTransition(Phase=1, Duration=1.5) → Phase2战斗节点 ]
/// 过渡完成后,此节点每 tick 因守护立即返回 SuccessSequence 直接进入后续战斗节点。
/// </summary>
[TaskName("Boss Phase Transition")]
[TaskCategory("BaseGames/Enemy/Boss")]
@@ -41,6 +42,9 @@ namespace BaseGames.Enemies.AI
{
if (_boss == null) return TaskStatus.Failure;
// 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
if (_boss.CurrentPhase >= m_TargetPhase) return TaskStatus.Success;
if (!_started)
{
_boss.BeginPhaseTransition(m_TargetPhase, m_InvincibleDuration);

View File

@@ -0,0 +1,88 @@
using System.Collections;
using Animancer;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 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。
/// 取代 sealed 的 CeilingDropAbility动画所有权完整封装在本能力中。
/// 可复用于任何需要从天花板落下并造成接触伤害的敌人。
/// </summary>
[RequireComponent(typeof(Rigidbody2D))]
public class AnimatedCeilingDropAbility : EnemyAbilityBase
{
[Header("动画")]
[Tooltip("下落循环动画(旋转下落姿态,循环播放直到落地)")]
[SerializeField] private ClipTransition _fallLoopClip;
[Header("物理下落")]
[Tooltip("切换 Dynamic 后使用的重力倍率")]
[SerializeField] private float _fallGravityScale = 3.5f;
[Tooltip("下落超时保护(秒),超时后强制继续执行")]
[SerializeField] private float _maxFallTime = 3f;
[SerializeField] private LayerMask _groundMask;
[Header("落地后")]
[Tooltip("落地后恢复帧延迟(秒),之后切换为 Patrol 阶段")]
[SerializeField] private float _recoveryTime = 0.1f;
[SerializeField] private BodyContactDamage _contactDamage;
private Rigidbody2D _rb;
protected override void Awake()
{
base.Awake();
_rb = GetComponentInParent<Rigidbody2D>();
}
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
// 播放下落动画(能力脚本负责动画所有权)
if (_fallLoopClip.Clip != null)
_animancer.Play(_fallLoopClip);
// 切换物理Kinematic → Dynamic + 重力
var origBodyType = _rb.bodyType;
var origGravScale = _rb.gravityScale;
_rb.bodyType = RigidbodyType2D.Dynamic;
_rb.gravityScale = _fallGravityScale;
_rb.velocity = Vector2.zero;
// 等待落地(超时保护)
float elapsed = 0f;
while (elapsed < _maxFallTime)
{
elapsed += Time.fixedDeltaTime;
yield return new WaitForFixedUpdate();
if (elapsed > 0.05f && IsGrounded()) break;
}
_rb.velocity = Vector2.zero;
// 落地后启用接触伤害
if (_contactDamage != null)
_contactDamage.enabled = true;
yield return EnemyAbilityWaits.Get(_recoveryTime);
// SetAiPhase(Patrol) 自动播放 AnimConfig.Walk地面移动动画
_enemy.SetAiPhase(AiPhase.Patrol);
}
private bool IsGrounded()
{
var hit = Physics2D.Raycast(_rb.position, Vector2.down, 0.6f, _groundMask);
return hit.collider != null;
}
protected override void OnInterrupted(InterruptReason reason)
{
if (_rb != null)
_rb.velocity = Vector2.zero;
if (_contactDamage != null)
_contactDamage.enabled = false;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 76c9c3969851d084396edd617bac8ef0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,25 @@
using System.Collections;
using Animancer;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 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
/// 可复用于任何"播出场动画→进入战斗"的敌人。
/// </summary>
public class AppearAbility : EnemyAbilityBase
{
[SerializeField] private ClipTransition _appearClip;
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
if (_appearClip.Clip == null) yield break;
_animancer.Play(_appearClip);
yield return EnemyAbilityWaits.Get(_appearClip.Clip.length);
_enemy.SetAiPhase(AiPhase.Combat);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 419edb00543abc047a8e7601cf0f3ac4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,69 @@
using System.Collections;
using Animancer;
using BaseGames.Combat;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 天花板三段攻击能力:出击 → 脆弱悬挂窗口 → 收回。
/// 悬挂阶段_loopClip为脆弱窗口HurtBox 激活,等待 _hangDuration 后结束。
/// 可复用于任何固定位置的天花板攻击型敌人。
/// </summary>
public class CeilingHangStrikeAbility : EnemyAbilityBase
{
[Header("动画")]
[SerializeField] private ClipTransition _strikeClip;
[SerializeField] private ClipTransition _loopClip;
[SerializeField] private ClipTransition _endClip;
[Header("碰撞")]
[SerializeField] private HitBox _attackHitBox;
[SerializeField] private HurtBox _hurtBox;
[Header("行为")]
[Tooltip("脆弱悬挂窗口持续时间(秒)")]
[SerializeField] private float _hangDuration = 2f;
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
// 出击阶段:播放攻击动画并激活 HitBox
if (_strikeClip.Clip != null)
{
_animancer.Play(_strikeClip);
var dmgSrc = _config?.attackSequence?.Length > 0 ? _config.attackSequence[0].damageSource : null;
_attackHitBox?.Activate(dmgSrc, _transform);
yield return EnemyAbilityWaits.Get(_strikeClip.Clip.length);
}
_attackHitBox?.Deactivate();
// 脆弱悬挂阶段HurtBox 激活为玩家反击窗口
if (_loopClip.Clip != null)
_animancer.Play(_loopClip);
if (_hurtBox != null)
_hurtBox.enabled = true;
yield return EnemyAbilityWaits.Get(_hangDuration);
if (_hurtBox != null)
_hurtBox.enabled = false;
// 收回阶段
if (_endClip.Clip != null)
{
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
}
}
protected override void OnInterrupted(InterruptReason reason)
{
_attackHitBox?.Deactivate();
if (_hurtBox != null)
_hurtBox.enabled = false;
}
}
}

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@@ -0,0 +1,65 @@
using System.Collections;
using Animancer;
using UnityEngine;
using BaseGames.Enemies.Perception;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 循环追击 + 体接触伤害能力。
/// 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。
/// 可复用于任何需要"追击+接触伤害循环"的敌人。
/// </summary>
public class ContactChaseAbility : EnemyAbilityBase
{
[Header("动画")]
[SerializeField] private ClipTransition _loopClip;
[SerializeField] private ClipTransition _endClip;
[Header("感知与接触伤害")]
[SerializeField] private BodyContactDamage _contactDamage;
[SerializeField] private EnemySensorHub _sensorHub;
[Tooltip("用于追击感知判断的传感器槽位名,通常为 \"aggro\"")]
[SerializeField] private string _aggroSlotName = "aggro";
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
if (_loopClip.Clip != null)
_animancer.Play(_loopClip);
if (_contactDamage != null)
_contactDamage.enabled = true;
while (true)
{
if (_enemy.PlayerTransform == null) break;
if (_sensorHub != null && !_sensorHub.IsDetecting(_aggroSlotName, _enemy.PlayerTransform.gameObject))
break;
_enemy.MoveTo(_enemy.PlayerTransform.position);
yield return null;
}
if (_contactDamage != null)
_contactDamage.enabled = false;
_enemy.StopMovement();
if (_endClip.Clip != null)
{
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
}
_enemy.SetAiPhase(AiPhase.Patrol);
}
protected override void OnInterrupted(InterruptReason reason)
{
if (_contactDamage != null)
_contactDamage.enabled = false;
}
}
}

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@@ -0,0 +1,42 @@
using System.Collections;
using System.Linq;
using Animancer;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 面向玩家能力:朝向玩家后播放转身/翻转动画并等待完成。
/// CanUse 重写:仅在无其他技能运行且玩家在背后时可用。
/// 可复用于任何需要"检测背后玩家并翻转"的敌人。
/// </summary>
public class FacePlayerAbility : EnemyAbilityBase
{
[SerializeField] private ClipTransition _faceClip;
public override bool CanUse =>
base.CanUse
&& !_enemy.Abilities.All.Any(a => a != this && a.IsRunning)
&& IsPlayerBehind();
private bool IsPlayerBehind()
{
if (_enemy.PlayerTransform == null) return false;
float dx = _enemy.PlayerTransform.position.x - _enemy.transform.position.x;
int facing = _enemy.Movement?.FacingDirection ?? 1;
return (facing > 0 && dx < 0) || (facing < 0 && dx > 0);
}
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
_enemy.Movement?.FaceTarget(_enemy.PlayerTransform.position);
if (_faceClip.Clip == null) yield break;
_animancer.Play(_faceClip);
yield return EnemyAbilityWaits.Get(_faceClip.Clip.length);
}
}
}

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using System.Collections;
using Animancer;
using BaseGames.Combat;
using UnityEngine;
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
/// 攻击完成后开放 HurtBox脆弱窗口窗口结束后恢复正常。
/// 可复用于任何"攻击后有反击窗口"的敌人技能。
/// </summary>
public class MeleeVulnerabilityAbility : EnemyAbilityBase
{
[Header("动画")]
[SerializeField] private ClipTransition _attackClip;
[Header("碰撞")]
[SerializeField] private HitBox _hitBox;
[SerializeField] private HurtBox _hurtBox;
[Header("打击时间0~1 归一化,基于 Clip 时长)")]
[SerializeField, Range(0f, 1f)] private float _hitEnterT = 0.30f;
[SerializeField, Range(0f, 1f)] private float _hitExitT = 0.60f;
[Header("后摇脆弱窗口")]
[Tooltip("HurtBox 激活时间(秒)")]
[SerializeField] private float _staggerDuration = 1.0f;
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
if (_attackClip.Clip == null) yield break;
float len = _attackClip.Clip.length;
float t = 0f;
bool active = false;
var dmgSrc = _config?.attackSequence?.Length > 0 ? _config.attackSequence[0].damageSource : null;
_animancer.Play(_attackClip);
while (t < len)
{
t += Time.deltaTime;
if (!active && t >= len * _hitEnterT)
{
_hitBox?.Activate(dmgSrc, _transform);
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;
}
}
}

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@@ -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);
}
}
}

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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();
}
}
}

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@@ -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)
{

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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();
}
}
}

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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));
}
}
}

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@@ -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;
}
}
}

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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();
}
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4b3290cb8ac8a2f42a10c7c0c845c8ef
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View 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();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d86a36c2999f88842a212d095749c349
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View 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();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: cf8f8c7225dca9c42b5a451b177319b9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View 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 E003Death_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();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f2460e8735a4dc5409fe6b0949bd65c0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@@ -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,

View File

@@ -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)

View File

@@ -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);
}

View File

@@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

View File

@@ -177,8 +177,8 @@ namespace BaseGames.World.Map
if (r != null && !string.IsNullOrEmpty(r.RoomId))
_index.TryAdd(r.RoomId, r);
}
_index.TryGetValue(roomId, out var r);
return r;
_index.TryGetValue(roomId, out var result);
return result;
}
/// <summary>

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -43,6 +43,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "A
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BaseGames.World.Map", "BaseGames.World.Map.csproj", "{16BB97E7-3EA9-4707-2D93-441D9C908404}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BaseGames.Enemies", "BaseGames.Enemies.csproj", "{5E00F025-ED00-233A-3B2F-BAFF76D883F0}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{BDE6E0A0-CE2D-39A5-53EB-DCA516DEF547}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BaseGames.Player.States", "BaseGames.Player.States.csproj", "{137EBC35-6D54-8E27-0DF7-C9F5F0E63705}"
@@ -55,8 +57,6 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Opsive.BehaviorDesigner.Edi
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BaseGames.Parry", "BaseGames.Parry.csproj", "{CFD59BED-321E-6F34-65CA-408816F768FA}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BaseGames.Enemies", "BaseGames.Enemies.csproj", "{5E00F025-ED00-233A-3B2F-BAFF76D883F0}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BaseGames.Quest", "BaseGames.Quest.csproj", "{4D3050DE-F729-61B6-5E21-4D4D1BAA9DD5}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BaseGames.Localization", "BaseGames.Localization.csproj", "{54A12CB8-FDC2-A038-90D9-B8626E1E7B7D}"
@@ -213,6 +213,10 @@ Global
{16BB97E7-3EA9-4707-2D93-441D9C908404}.Debug|Any CPU.Build.0 = Debug|Any CPU
{16BB97E7-3EA9-4707-2D93-441D9C908404}.Release|Any CPU.ActiveCfg = Release|Any CPU
{16BB97E7-3EA9-4707-2D93-441D9C908404}.Release|Any CPU.Build.0 = Release|Any CPU
{5E00F025-ED00-233A-3B2F-BAFF76D883F0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5E00F025-ED00-233A-3B2F-BAFF76D883F0}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5E00F025-ED00-233A-3B2F-BAFF76D883F0}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5E00F025-ED00-233A-3B2F-BAFF76D883F0}.Release|Any CPU.Build.0 = Release|Any CPU
{BDE6E0A0-CE2D-39A5-53EB-DCA516DEF547}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{BDE6E0A0-CE2D-39A5-53EB-DCA516DEF547}.Debug|Any CPU.Build.0 = Debug|Any CPU
{BDE6E0A0-CE2D-39A5-53EB-DCA516DEF547}.Release|Any CPU.ActiveCfg = Release|Any CPU
@@ -237,10 +241,6 @@ Global
{CFD59BED-321E-6F34-65CA-408816F768FA}.Debug|Any CPU.Build.0 = Debug|Any CPU
{CFD59BED-321E-6F34-65CA-408816F768FA}.Release|Any CPU.ActiveCfg = Release|Any CPU
{CFD59BED-321E-6F34-65CA-408816F768FA}.Release|Any CPU.Build.0 = Release|Any CPU
{5E00F025-ED00-233A-3B2F-BAFF76D883F0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5E00F025-ED00-233A-3B2F-BAFF76D883F0}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5E00F025-ED00-233A-3B2F-BAFF76D883F0}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5E00F025-ED00-233A-3B2F-BAFF76D883F0}.Release|Any CPU.Build.0 = Release|Any CPU
{4D3050DE-F729-61B6-5E21-4D4D1BAA9DD5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{4D3050DE-F729-61B6-5E21-4D4D1BAA9DD5}.Debug|Any CPU.Build.0 = Debug|Any CPU
{4D3050DE-F729-61B6-5E21-4D4D1BAA9DD5}.Release|Any CPU.ActiveCfg = Release|Any CPU