fix(nav): 修复 nav 寻路核心用法——重寻路防抖 + allowCloseEnoughPath
根因1: PathBerserker2d NavAgent.UpdatePath 明确禁止每帧调用(路径计算跨帧,每帧重启则永不完成、 agent永不移动),而追击每帧 MoveTo→RequestMoveTo→UpdatePath。修: EnemyNavAgent.RequestMoveTo 加防抖(目标位移阈值0.5m + 最小间隔0.25s),让路径算完并跟随;StopNavigation 复位。 根因2: NavAgent.allowCloseEnoughPath 默认false→追击玩家(常不在导航段上)寻路直接失败。 修: 脚手架(4个PlaceExxx)+E001 prefab 设为 true(寻路到最近可达点)。 验证: 敌人 nav 巡逻/追击已能真正跟随路径移动(following=True)。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -384,7 +384,7 @@ MonoBehaviour:
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- 1
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- 1
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- 1
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allowCloseEnoughPath: 0
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allowCloseEnoughPath: 1
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movementSpeed: 5
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cornerSpeed: 100
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jumpSpeed: 5
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@@ -436,6 +436,8 @@ MonoBehaviour:
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_groundMask:
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serializedVersion: 2
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m_Bits: 4294967295
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_repathTargetThreshold: 0.5
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_repathMinInterval: 0.25
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--- !u!114 &3225188436228842581
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -302,7 +302,8 @@ namespace BaseGames.Editor
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EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
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EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
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GetOrAddComponent<EnemyNavAgent>(go);
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GetOrAddComponent<NavAgent>(go);
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NavAgent navAgent = GetOrAddComponent<NavAgent>(go);
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AssignBool(navAgent, "allowCloseEnoughPath", true); // 追击近似目标(玩家常不在导航段上)寻路到最近可达点
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GetOrAddComponent<TransformBasedMovement>(go); // required by EnemyNavAgent [RequireComponent]
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PhysicsPerceptionSystem sensorHub = GetOrAddComponent<PhysicsPerceptionSystem>(go);
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@@ -464,7 +465,8 @@ namespace BaseGames.Editor
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EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
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EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
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GetOrAddComponent<EnemyNavAgent>(go);
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GetOrAddComponent<NavAgent>(go);
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NavAgent navAgent = GetOrAddComponent<NavAgent>(go);
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AssignBool(navAgent, "allowCloseEnoughPath", true); // 追击近似目标(玩家常不在导航段上)寻路到最近可达点
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GetOrAddComponent<TransformBasedMovement>(go); // required by EnemyNavAgent [RequireComponent]
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PhysicsPerceptionSystem sensorHub = GetOrAddComponent<PhysicsPerceptionSystem>(go);
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@@ -665,7 +667,8 @@ namespace BaseGames.Editor
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EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
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EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
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GetOrAddComponent<EnemyNavAgent>(go);
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GetOrAddComponent<NavAgent>(go);
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NavAgent navAgent = GetOrAddComponent<NavAgent>(go);
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AssignBool(navAgent, "allowCloseEnoughPath", true); // 追击近似目标(玩家常不在导航段上)寻路到最近可达点
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GetOrAddComponent<TransformBasedMovement>(go); // required by EnemyNavAgent [RequireComponent]
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PhysicsPerceptionSystem sensorHub = GetOrAddComponent<PhysicsPerceptionSystem>(go);
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@@ -1000,7 +1003,8 @@ namespace BaseGames.Editor
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EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
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EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
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GetOrAddComponent<EnemyNavAgent>(go);
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GetOrAddComponent<NavAgent>(go);
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NavAgent navAgent = GetOrAddComponent<NavAgent>(go);
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AssignBool(navAgent, "allowCloseEnoughPath", true); // 追击近似目标(玩家常不在导航段上)寻路到最近可达点
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GetOrAddComponent<TransformBasedMovement>(go); // required by EnemyNavAgent [RequireComponent]
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PhysicsPerceptionSystem sensorHub = GetOrAddComponent<PhysicsPerceptionSystem>(go);
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@@ -29,6 +29,17 @@ namespace BaseGames.Enemies.Navigation
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[Tooltip("边缘检测 LayerMask(留空 = 所有层)")]
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[SerializeField] private LayerMask _groundMask = ~0;
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[Header("重寻路防抖(PathBerserker2d 不可每帧 UpdatePath,否则路径永远算不完)")]
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[Tooltip("目标位移阈值(m):目标移动超过此值才重算路径")]
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[SerializeField] private float _repathTargetThreshold = 0.5f;
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[Tooltip("两次重算最小间隔(s):留出跨帧路径计算完成的时间")]
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[SerializeField] private float _repathMinInterval = 0.25f;
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// 重寻路防抖状态
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private Vector2 _lastPathGoal;
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private bool _hasPathGoal;
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private float _lastPathTime;
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// ── IPathAgent 公开状态 ────────────────────────────────────────
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public bool IsMoving => _navAgent != null && _navAgent.IsFollowingAPath;
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public bool IsOnLink => _navAgent != null && _navAgent.IsOnLink;
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@@ -120,12 +131,27 @@ namespace BaseGames.Enemies.Navigation
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}
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// ── IPathAgent ─────────────────────────────────────────────────
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public void RequestMoveTo(Vector2 target) => _navAgent?.UpdatePath(target);
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public void RequestMoveTo(Vector2 target)
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{
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if (_navAgent == null) return;
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// PathBerserker2d 明确警告不可每帧 UpdatePath(路径计算跨帧,每帧重启则永不完成、agent 永不移动)。
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// 防抖:目标未明显移动 且 距上次重算不足间隔 → 跳过,让当前路径算完并跟随。
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if (_hasPathGoal
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&& Vector2.Distance(target, _lastPathGoal) < _repathTargetThreshold
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&& Time.time - _lastPathTime < _repathMinInterval)
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return;
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_lastPathGoal = target;
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_hasPathGoal = true;
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_lastPathTime = Time.time;
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_navAgent.UpdatePath(target);
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}
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public void StopNavigation()
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{
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_activeHandler?.AbortLinkTraversal();
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_activeHandler = null;
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_hasPathGoal = false; // 复位防抖,下次请求立即重新寻路
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_navAgent?.Stop();
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}
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