feat(enemy): 新增 StallDetector 推进停滞检测(+8 单测),为收敛三处重复实现做准备
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using UnityEngine;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// 推进停滞检测:滑动窗口内的**净水平位移**不足阈值即判为停滞。
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/// 用于"命令了移动却推不动"的兜底(撞上未纳入检测层的碰撞体、贴墙微抖等)。
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///
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/// <para>用净位移而非逐帧差值,避免"贴墙推进-被弹回"的微抖每帧重置计数。</para>
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/// <para><b>调用方须以字段持有本结构</b>(struct 的方法会就地修改字段);
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/// 开始移动 / 更换目标后调用 <see cref="Reset"/> 重开窗口。</para>
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/// </summary>
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public struct StallDetector
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{
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private readonly float _windowSeconds;
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private readonly float _minProgress;
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private float _timer;
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private float _startX;
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private bool _initialized;
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/// <param name="windowSeconds">判定窗口时长(秒)。</param>
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/// <param name="minProgress">窗口内所需的最小净位移(米)。</param>
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public StallDetector(float windowSeconds, float minProgress)
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{
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_windowSeconds = windowSeconds;
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_minProgress = minProgress;
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_timer = 0f;
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_startX = 0f;
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_initialized = false;
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}
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/// <summary>以当前位置重开窗口。</summary>
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public void Reset(float currentX)
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{
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_startX = currentX;
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_timer = 0f;
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_initialized = true;
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}
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/// <summary>
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/// 推进一帧。返回 true 表示本窗口内推进不足(停滞);返回 true 后窗口自动以当前位置重开。
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/// </summary>
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public bool Tick(float currentX, float deltaTime)
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{
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if (!_initialized) { Reset(currentX); return false; }
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_timer += deltaTime;
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if (_timer < _windowSeconds) return false;
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bool stalled = Mathf.Abs(currentX - _startX) < _minProgress;
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_startX = currentX;
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_timer = 0f;
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return stalled;
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}
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}
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}
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