diff --git a/Assets/_Game/Scripts/Enemies/EnemyBase.cs b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
index 1043e5a7..f0f84fcb 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyBase.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
@@ -377,9 +377,6 @@ namespace BaseGames.Enemies
// LOD tick 速率控制迁移到后续 AiScheduler 阶段
}
- // ── 警戒传播(Group Alert)────────────────────────────────────────
- private static readonly UnityEngine.Collider2D[] _alertBuffer = new UnityEngine.Collider2D[32];
-
// ── 弹反(Parry)响应 ──────────────────────────────────────────────
private bool _wasParried;
private float _parryTimestamp;
@@ -417,39 +414,6 @@ namespace BaseGames.Enemies
ScheduleStateRecovery(EnemyStateType.Stagger, staggerDuration);
}
- ///
- /// 通知半径内的其他敌人进入 Alert 阶段(Group Alert 广播)。
- /// 配合 BD_BroadcastAlert 在进入 Chase 阶段时调用。
- ///
- public void AlertNearby(float radius)
- {
- if (radius <= 0f) return;
- int count = Physics2D.OverlapCircleNonAlloc(transform.position, radius, _alertBuffer);
- for (int i = 0; i < count; i++)
- {
- if (_alertBuffer[i] == null) continue;
- var enemy = _alertBuffer[i].GetComponentInParent();
- if (enemy == null || enemy == this) continue;
- enemy.ReceiveAlert(_playerTransform, LastKnownPlayerPosition);
- }
- }
-
- ///
- /// 接收来自邻近敌人的警戒广播。
- /// 当前处于 Idle / Patrol 时切换到 Alert;Chase / Combat 中不降级。
- ///
- public void ReceiveAlert(Transform sharedPlayerTransform, Vector2 lastKnownPos)
- {
- if (!IsAlive) return;
- if (IsEngaged) return;
-
- // 同步玩家引用(若本敌人尚未感知到玩家)
- if (sharedPlayerTransform != null && _playerTransform == null)
- _playerTransform = sharedPlayerTransform;
- LastKnownPlayerPosition = lastKnownPos;
- PlayLocomotionClip(LocomotionMode.Face);
- }
-
/// 按当前移动模式播放步态动画(由 EnemyLocomotion 在模式变化时调用)。
public void PlayLocomotionClip(LocomotionMode mode)
{
@@ -550,6 +514,8 @@ namespace BaseGames.Enemies
_nav = GetComponent() ?? new NullPathAgent();
_locomotion = GetComponentInChildren(true);
+ if (_locomotion == null)
+ Debug.LogError($"EnemyBase 未找到 EnemyLocomotion 组件:{name}", this);
if (_movement == null) _movement = GetComponent();
_poiseSource = GetComponent();
_sensorHub = GetComponentInChildren();
diff --git a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
index 5eddd415..af4cca99 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
@@ -502,7 +502,7 @@ namespace BaseGames.Enemies
_turnCoroutine = null;
// 转身完成后恢复运动动画:Turn 覆盖了之前的 Walk/Run,
- // 上层(EnemyBase.SetAiPhase)只在阶段切换时播放一次动画,不会在此处重播。
+ // 上层(EnemyLocomotion 按模式切换)只在切换时播放一次步态动画,不会在此处重播。
ResumeMovementAnimation();
}
diff --git a/Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs b/Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs
index 1ac7eed9..48ff63d3 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs
@@ -52,10 +52,5 @@ namespace BaseGames.Enemies
[Header("受击分级")]
[Tooltip("Stagger / KnockUp 伤害阈值及击飞参数")]
public HitTierConfig HitTiers;
-
- [Header("警戒传播(Group Alert)")]
- [Tooltip("发现玩家时通知周围同伴进入 Alert 的半径(m);0 = 关闭")]
- [Min(0f)]
- public float AlertBroadcastRadius = 0f;
}
}
diff --git a/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs b/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs
index 80f3fe73..2a1dca90 100644
--- a/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs
+++ b/Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs
@@ -17,6 +17,7 @@ namespace BaseGames.Enemies
[Header("Waypoints 策略参数")]
[SerializeField] private Transform[] _waypoints;
[SerializeField] private bool _pingPong;
+ [SerializeField] private float _waypointArriveRadius = 0.4f;
private EnemyBase _enemy;
private LocomotionMode _mode = LocomotionMode.Idle;
@@ -116,7 +117,7 @@ namespace BaseGames.Enemies
_enemy.MoveInDirection(_paceDir);
break;
- case PatrolStrategy.Waypoints: // 按序(loop 或 ping-pong)巡逻路点
+ case PatrolStrategy.Waypoints:
if (_waypoints == null || _waypoints.Length == 0)
{
if (!_warnedNoWaypoints)
@@ -126,7 +127,10 @@ namespace BaseGames.Enemies
}
break;
}
- if (_enemy.Nav != null && !_enemy.Nav.IsMoving)
+ // 仅首次或"已到达当前路点"时推进并寻路——不依赖 IsMoving
+ // (PathBerserker2d 寻路跨帧异步,IsMoving 在寻路计算期间为 false,会误触发每帧推进)。
+ if (_wpIndex < 0 ||
+ Vector2.Distance(_enemy.transform.position, _waypoints[_wpIndex].position) <= _waypointArriveRadius)
{
AdvanceWaypoint();
_enemy.MoveTo(_waypoints[_wpIndex].position);