refactor(enemy): ContactChase 参数迁入 ContactChaseAbilitySO(子类)

This commit is contained in:
2026-07-21 11:19:08 +08:00
parent ca36974ec3
commit 6873a2cd8e
4 changed files with 61 additions and 22 deletions
@@ -0,0 +1,8 @@
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@@ -0,0 +1,19 @@
using Animancer;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>ContactChaseAbility 的配置:起手/循环/收招动画 + 冲刺速度。</summary>
[CreateAssetMenu(menuName = "BaseGames/Enemies/Abilities/Contact Chase Ability", fileName = "ABL_")]
public class ContactChaseAbilitySO : EnemyAbilitySO
{
[Header("动画(起手 / 循环 / 收招)")]
public ClipTransition startClip; // Skill_Start:张口(一次性)
public ClipTransition loopClip; // Skill_Loop:快速爬行追击(循环)
public ClipTransition endClip; // Skill_End:收招(一次性)
[Header("冲刺")]
[Tooltip("冲刺速度;<=0 时回退用 EnemyStatsSO.RunSpeed(追击速度)")]
public float dashSpeed = 0f;
}
}
@@ -0,0 +1,11 @@
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@@ -13,20 +13,21 @@ namespace BaseGames.Enemies.Abilities
/// </summary>
public class ContactChaseAbility : EnemyAbilityBase
{
[Header("动画(起手 / 循环 / 收招)")]
[SerializeField] private ClipTransition _startClip; // Skill_Start:张口(一次性)
[SerializeField] private ClipTransition _loopClip; // Skill_Loop:快速爬行追击(循环)
[SerializeField] private ClipTransition _endClip; // Skill_End:收招(一次性)
[Header("接触伤害")]
[SerializeField] private BodyContactDamage _contactDamage;
[Header("冲刺")]
[Tooltip("冲刺速度;<=0 时回退用 EnemyStatsSO.RunSpeed(追击速度)")]
[SerializeField] private float _dashSpeed = 0f;
private ContactChaseAbilitySO _cfg;
protected override void Awake()
{
base.Awake();
_cfg = ResolveConfig<ContactChaseAbilitySO>();
}
protected override IEnumerator ExecuteCoroutine()
{
if (_cfg == null) yield break;
Phase = AbilityRunState.Active;
_enemy.SetEngaged(true);
@@ -44,20 +45,20 @@ namespace BaseGames.Enemies.Abilities
}
// 起手:张口(一次性)。期间静止、不伤人;锁住动画防被步态覆盖。
if (_startClip.Clip != null)
if (_cfg.startClip.Clip != null)
{
_enemy.LockAnim(_startClip.Clip.length);
_animancer.Play(_startClip);
yield return EnemyAbilityWaits.Get(_startClip.Clip.length);
_enemy.LockAnim(_cfg.startClip.Clip.length);
_animancer.Play(_cfg.startClip);
yield return EnemyAbilityWaits.Get(_cfg.startClip.Clip.length);
}
// 冲刺速度:优先能力配置的 _dashSpeed,否则回退 Stats.RunSpeed
float speed = _dashSpeed > 0f ? _dashSpeed
float speed = _cfg.dashSpeed > 0f ? _cfg.dashSpeed
: (_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
// 冲刺:朝该方向直冲、接触伤害开、播 Skill_Loop,直到撞墙/到边缘或玩家消失即停。
if (_loopClip.Clip != null)
_animancer.Play(_loopClip);
if (_cfg.loopClip.Clip != null)
_animancer.Play(_cfg.loopClip);
if (_contactDamage != null)
_contactDamage.enabled = true;
@@ -92,20 +93,20 @@ namespace BaseGames.Enemies.Abilities
// 丢失目标 = AI 主动退出追击态(ExternalRequest) → 播收招 Skill_End
// 受击/死亡/硬直等硬打断不播收招。协程已停,fire-and-forget;动画锁保证 Skill_End
// 在其时长内不被巡逻步态盖掉。
if (reason == InterruptReason.ExternalRequest && _endClip.Clip != null)
if (reason == InterruptReason.ExternalRequest && _cfg != null && _cfg.endClip.Clip != null)
{
_enemy.LockAnim(_endClip.Clip.length);
_animancer.Play(_endClip);
_enemy.LockAnim(_cfg.endClip.Clip.length);
_animancer.Play(_cfg.endClip);
}
Cleanup();
}
private IEnumerator PlaySkillEnd()
{
if (_endClip.Clip == null) yield break;
_enemy.LockAnim(_endClip.Clip.length);
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
if (_cfg == null || _cfg.endClip.Clip == null) yield break;
_enemy.LockAnim(_cfg.endClip.Clip.length);
_animancer.Play(_cfg.endClip);
yield return EnemyAbilityWaits.Get(_cfg.endClip.Clip.length);
}
private void DisableContact()