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>
This commit is contained in:
2026-07-09 16:43:52 +08:00
co-authored by Claude Opus 4.8
parent 790595d8de
commit 643f63c737
3 changed files with 38 additions and 6 deletions
@@ -384,7 +384,7 @@ MonoBehaviour:
- 1
- 1
- 1
allowCloseEnoughPath: 0
allowCloseEnoughPath: 1
movementSpeed: 5
cornerSpeed: 100
jumpSpeed: 5
@@ -436,6 +436,8 @@ MonoBehaviour:
_groundMask:
serializedVersion: 2
m_Bits: 4294967295
_repathTargetThreshold: 0.5
_repathMinInterval: 0.25
--- !u!114 &3225188436228842581
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -302,7 +302,8 @@ namespace BaseGames.Editor
EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
GetOrAddComponent<EnemyNavAgent>(go);
GetOrAddComponent<NavAgent>(go);
NavAgent navAgent = GetOrAddComponent<NavAgent>(go);
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
GetOrAddComponent<TransformBasedMovement>(go); // required by EnemyNavAgent [RequireComponent]
PhysicsPerceptionSystem sensorHub = GetOrAddComponent<PhysicsPerceptionSystem>(go);
@@ -464,7 +465,8 @@ namespace BaseGames.Editor
EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
GetOrAddComponent<EnemyNavAgent>(go);
GetOrAddComponent<NavAgent>(go);
NavAgent navAgent = GetOrAddComponent<NavAgent>(go);
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
GetOrAddComponent<TransformBasedMovement>(go); // required by EnemyNavAgent [RequireComponent]
PhysicsPerceptionSystem sensorHub = GetOrAddComponent<PhysicsPerceptionSystem>(go);
@@ -665,7 +667,8 @@ namespace BaseGames.Editor
EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
GetOrAddComponent<EnemyNavAgent>(go);
GetOrAddComponent<NavAgent>(go);
NavAgent navAgent = GetOrAddComponent<NavAgent>(go);
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
GetOrAddComponent<TransformBasedMovement>(go); // required by EnemyNavAgent [RequireComponent]
PhysicsPerceptionSystem sensorHub = GetOrAddComponent<PhysicsPerceptionSystem>(go);
@@ -1000,7 +1003,8 @@ namespace BaseGames.Editor
EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
EnemyMovement movement = GetOrAddComponent<EnemyMovement>(go);
GetOrAddComponent<EnemyNavAgent>(go);
GetOrAddComponent<NavAgent>(go);
NavAgent navAgent = GetOrAddComponent<NavAgent>(go);
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
GetOrAddComponent<TransformBasedMovement>(go); // required by EnemyNavAgent [RequireComponent]
PhysicsPerceptionSystem sensorHub = GetOrAddComponent<PhysicsPerceptionSystem>(go);
@@ -29,6 +29,17 @@ namespace BaseGames.Enemies.Navigation
[Tooltip("边缘检测 LayerMask(留空 = 所有层)")]
[SerializeField] private LayerMask _groundMask = ~0;
[Header("重寻路防抖(PathBerserker2d 不可每帧 UpdatePath,否则路径永远算不完)")]
[Tooltip("目标位移阈值(m):目标移动超过此值才重算路径")]
[SerializeField] private float _repathTargetThreshold = 0.5f;
[Tooltip("两次重算最小间隔(s):留出跨帧路径计算完成的时间")]
[SerializeField] private float _repathMinInterval = 0.25f;
// 重寻路防抖状态
private Vector2 _lastPathGoal;
private bool _hasPathGoal;
private float _lastPathTime;
// ── IPathAgent 公开状态 ────────────────────────────────────────
public bool IsMoving => _navAgent != null && _navAgent.IsFollowingAPath;
public bool IsOnLink => _navAgent != null && _navAgent.IsOnLink;
@@ -120,12 +131,27 @@ namespace BaseGames.Enemies.Navigation
}
// ── IPathAgent ─────────────────────────────────────────────────
public void RequestMoveTo(Vector2 target) => _navAgent?.UpdatePath(target);
public void RequestMoveTo(Vector2 target)
{
if (_navAgent == null) return;
// 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)。
// 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。
if (_hasPathGoal
&& Vector2.Distance(target, _lastPathGoal) < _repathTargetThreshold
&& Time.time - _lastPathTime < _repathMinInterval)
return;
_lastPathGoal = target;
_hasPathGoal = true;
_lastPathTime = Time.time;
_navAgent.UpdatePath(target);
}
public void StopNavigation()
{
_activeHandler?.AbortLinkTraversal();
_activeHandler = null;
_hasPathGoal = false; // 复位防抖,下次请求立即重新寻路
_navAgent?.Stop();
}