fix(enemy): 终审修复——删死代码群体警戒、修 Waypoints 到达推进、补 Locomotion 缺失报错

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-10 14:05:56 +08:00
co-authored by Claude Opus 4.8
parent c43ca8e8b6
commit 6a34b42db0
4 changed files with 9 additions and 44 deletions
@@ -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);