diff --git a/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs b/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs
index 12937069..f12d1c71 100644
--- a/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs
+++ b/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs
@@ -7,8 +7,10 @@ namespace BaseGames.Tests.EditMode.AI
public sealed class FakeSensor : ISensor
{
public bool Sees; public float LostForValue; public Vector2 Last;
+ public bool Chase; public bool Vision;
+ public bool InChaseZone() => Chase;
+ public bool InVisionZone() => Vision;
public bool SeesPlayer() => Sees;
- public bool DetectsPlayer() => Sees; // 测试里等同可见
public bool InRange(float range) => Sees; // 简化:可见即在范围
public bool LostFor(float seconds) => LostForValue >= seconds;
public Vector2 LastKnown => Last;
@@ -33,6 +35,7 @@ namespace BaseGames.Tests.EditMode.AI
public bool IsAbilityRunning(string id = null) => id == null ? Running != null : Running == id;
public bool NoAbilityRunning => Running == null;
public bool CanUseAbility(string id) => true;
+ public void InterruptAbilities() => Running = null;
}
public sealed class FakeVitals : IActorVitals
diff --git a/Assets/_Game/Data/Enemies/E001/ENM_E001_Stats.asset b/Assets/_Game/Data/Enemies/E001/ENM_E001_Stats.asset
index c0dba206..a4b057cf 100644
--- a/Assets/_Game/Data/Enemies/E001/ENM_E001_Stats.asset
+++ b/Assets/_Game/Data/Enemies/E001/ENM_E001_Stats.asset
@@ -20,6 +20,7 @@ MonoBehaviour:
AttackRange: 1.5
AttackCooldown: 1
DetectRange: 6
+ HasAlertState: 1
MaxChaseDistance: 15
LoseLinkTimeout: 2
AlertDuration: 0.6
diff --git a/Assets/_Game/Scripts/AI/ICombatant.cs b/Assets/_Game/Scripts/AI/ICombatant.cs
index bc60eab0..fc4dda9b 100644
--- a/Assets/_Game/Scripts/AI/ICombatant.cs
+++ b/Assets/_Game/Scripts/AI/ICombatant.cs
@@ -7,5 +7,6 @@ namespace BaseGames.AI
bool IsAbilityRunning(string abilityId = null); // null = 任意能力
bool NoAbilityRunning { get; }
bool CanUseAbility(string abilityId);
+ void InterruptAbilities(); // 中断当前所有能力(如退出追击时停追击能力)
}
}
diff --git a/Assets/_Game/Scripts/AI/ISensor.cs b/Assets/_Game/Scripts/AI/ISensor.cs
index 0494c14e..958a978b 100644
--- a/Assets/_Game/Scripts/AI/ISensor.cs
+++ b/Assets/_Game/Scripts/AI/ISensor.cs
@@ -5,10 +5,11 @@ namespace BaseGames.AI
/// 感知能力接口(第 3 阶段由 SensorAdapter 适配感知系统)。
public interface ISensor
{
+ bool InChaseZone(); // 追逐感知:玩家在追逐触发区内 → 触发追击
+ bool InVisionZone(); // 视野感知:玩家在视野内(升级警觉/维持追击;缺省回退追逐感知)
bool SeesPlayer(); // 视线可见(LOS/Sight 槽位)
- bool DetectsPlayer(); // 感知到玩家(视线 OR 近身触发圆,任一即真)
bool InRange(float range); // 内部用平方距离比较
- bool LostFor(float seconds); // 丢失玩家已持续 seconds(基于 DetectsPlayer)
+ bool LostFor(float seconds); // 丢失玩家已持续 seconds
Vector2 LastKnown { get; }
}
}
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs
index 886963b3..c1099dce 100644
--- a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs
@@ -3,53 +3,39 @@ using BaseGames.AI;
namespace BaseGames.Enemies
{
///
- /// E001(草蛭)AI —— 纯决策层:只决定"进哪个状态 / 触发哪个能力 / 声明哪个阶段",
- /// 追击移动与接触伤害由 e001_chase 能力(ContactChaseAbility)负责,AI 不自己实现。
- /// 依据 Docs/Game/Design/小怪设计-程序开发文档-01.md 的 E001 状态机:
- /// Idle_Disguise → Skill_Start → Skill_Loop → Skill_End → Move_Patrol,受击致死 → Death。
+ /// E001(草蛭)AI —— 纯决策层,复用 PerceptionStateMachine 的"待机/警觉/追击/巡逻"统一规则。
+ /// 只声明差异:待机=伪装静止、警觉=张口(e001_alert)、追击=委托 e001_chase 能力、R=巡逻。
+ /// 追击移动/接触伤害由能力实现;退出追击由 AI 中断能力。依据 Docs/Game/Design/小怪设计-程序开发文档-01.md。
///
[AiDefinition("E001")]
public sealed class E001CaoZhiAi : AiScript
{
- // 阶段声明入口:AiPhase 属 Enemies 命名空间,经 IEnemyActor 暴露(EnemyBrainContext 实现)
static IEnemyActor Actor(IAiContext c) => (IEnemyActor)c;
protected override void Build(BrainBuilder b)
{
- b.Entry("Idle_Disguise");
+ PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
+ {
+ Idle = "Idle_Disguise",
+ Patrol = "Move_Patrol",
+ Alert = "Alert",
+ Chase = "Chase",
+ Death = "Death",
+ Entry = "Idle_Disguise",
+ Rest = "Move_Patrol",
+ ChaseAbilityId = "e001_chase",
- // 受到足够伤害 → 死亡(全局事件,最高优先)
- b.Global().To("Death").OnEvent(AiSignal.Died);
-
- // 伪装待机:静止蜷缩;感知玩家(视线 OR 近身触发圆) → 进入技能
- b.State("Idle_Disguise")
- .OnEnter(c => { c.Mover.Stop(); Actor(c).SetPhase(AiPhase.Idle); })
- .To("Skill_Start").When(c => c.Sensor.DetectsPlayer(), "DetectsPlayer");
-
- // 张口:触发一次性 e001_alert(占位/警觉停顿),播完转入追击
- b.State("Skill_Start")
- .OnEnter(c => { Actor(c).SetPhase(AiPhase.Alert); c.Combat.UseAbility("e001_alert"); })
- .To("Skill_Loop").When(c => !c.Combat.IsAbilityRunning("e001_alert"), "alertDone");
-
- // 快速追击:切追击速度 + 声明 Chase 阶段 + 触发 e001_chase 能力。
- // 追击的 MoveTo / 接触伤害开关 / 丢失目标自结束,全部由能力负责,AI 只等它结束。
- b.State("Skill_Loop")
- .OnEnter(c => { c.Mover.UseChaseSpeed(); Actor(c).SetPhase(AiPhase.Chase); c.Combat.UseAbility("e001_chase"); })
- .To("Skill_End").When(c => !c.Combat.IsAbilityRunning("e001_chase"), "chaseEnded");
-
- // 收牙:短暂过渡后回巡逻(收牙动画待美术补 clip)
- b.State("Skill_End")
- .To("Move_Patrol").After(0.1f);
-
- // 巡逻:低速爬行;感知玩家 → 再次进入技能
- b.State("Move_Patrol")
- .OnEnter(c => { c.Mover.UsePatrolSpeed(); Actor(c).SetPhase(AiPhase.Patrol); })
- .Tick(c => c.Mover.WalkRandom())
- .To("Skill_Start").When(c => c.Sensor.DetectsPlayer(), "DetectsPlayer");
-
- // 死亡:停下(Death 动画走物理状态机 EnemyStateType.Dead)
- b.State("Death")
- .OnEnter(c => c.Mover.Stop());
+ OnIdleEnter = c => { c.Mover.Stop(); Actor(c).SetPhase(AiPhase.Idle); },
+ OnPatrolEnter = c => { c.Mover.UsePatrolSpeed(); Actor(c).SetPhase(AiPhase.Patrol); },
+ OnPatrolTick = c => c.Mover.WalkRandom(),
+ // 警觉:停下、朝向玩家、切 Alert 阶段(播警觉动画+feedback)、张口占位
+ OnAlertEnter = c => { c.Mover.Stop(); c.Mover.FacePlayer(); Actor(c).SetPhase(AiPhase.Alert); c.Combat.UseAbility("e001_alert"); },
+ // 追击进入:切追击速度、朝向、Chase 阶段(追击能力由 PerceptionStateMachine 触发)
+ OnChaseEnter = c => { c.Mover.UseChaseSpeed(); c.Mover.FacePlayer(); Actor(c).SetPhase(AiPhase.Chase); },
+ // 追击退出:中断追击能力(停移动、关接触伤害)
+ OnChaseExit = c => c.Combat.InterruptAbilities(),
+ OnDeathEnter = c => c.Mover.Stop(),
+ });
}
}
}
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs b/Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs
index 63260401..46282272 100644
--- a/Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs
@@ -23,10 +23,10 @@ namespace BaseGames.Enemies
public IActorVitals Vitals => this;
public Blackboard Blackboard => _blackboard;
- /// 每帧由 EnemyAiBrain 在 Tick 之前调用,维护最后已知位置与丢失计时。
+ /// 每帧由 EnemyAiBrain 在 Tick 之前调用,维护最后已知位置与丢失计时(供需要的敌人用)。
public void Refresh(float dt)
{
- if (DetectsPlayer() && _enemy.PlayerTransform != null)
+ if (InVisionZone() && _enemy.PlayerTransform != null)
{
_lastKnown = _enemy.PlayerTransform.position;
_lostTimer = 0f;
@@ -45,17 +45,12 @@ namespace BaseGames.Enemies
_lostTimer = 0f;
}
- // ---- ISensor ----
+ // ---- ISensor ----(纯感知查询,转换由 AI 状态机决定)
+ public bool InChaseZone() => _enemy.InChaseZone();
+ public bool InVisionZone() => _enemy.InVisionZone();
public bool SeesPlayer() => _enemy.IsPlayerVisible();
- /// 视线 OR 近身 aggro 槽位,任一探到玩家即为真(对齐设计"视线 OR 碰撞触发圆")。
- public bool DetectsPlayer()
- {
- if (_enemy.IsPlayerVisible()) return true;
- var hub = _enemy.SensorHub;
- return hub != null && hub.HasAnyDetection(Perception.SensorSlotNames.Aggro);
- }
public bool InRange(float range) => _enemy.IsPlayerInRange(range);
- public bool LostFor(float seconds) => !DetectsPlayer() && _lostTimer >= seconds;
+ public bool LostFor(float seconds) => !InVisionZone() && _lostTimer >= seconds;
public Vector2 LastKnown => _lastKnown;
// ---- IMover ----
@@ -97,6 +92,8 @@ namespace BaseGames.Enemies
var a = _enemy.Abilities?.Get(abilityId);
return a != null && a.CanUse;
}
+ public void InterruptAbilities()
+ => _enemy.Abilities?.InterruptAll(Abilities.InterruptReason.ExternalRequest);
// ---- IActorVitals ----
public bool IsAlive => _enemy.IsAlive;
@@ -113,5 +110,6 @@ namespace BaseGames.Enemies
// ---- IEnemyActor ----
public void SetPhase(AiPhase phase) => _enemy.SetAiPhase(phase);
+ public bool HasAlertState => _enemy.StatsSO != null && _enemy.StatsSO.HasAlertState;
}
}
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/IEnemyActor.cs b/Assets/_Game/Scripts/Enemies/AIBrain/IEnemyActor.cs
index 5dbe3a2c..6f9814aa 100644
--- a/Assets/_Game/Scripts/Enemies/AIBrain/IEnemyActor.cs
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/IEnemyActor.cs
@@ -9,5 +9,8 @@ namespace BaseGames.Enemies
{
/// 声明当前 AI 行为阶段(EnemyBase 据此自动播放对应动画)。
void SetPhase(AiPhase phase);
+
+ /// 该敌人是否有警觉状态(勾选项,来自 EnemyStatsSO)。false 时未发现态直接追击、不经警觉。
+ bool HasAlertState { get; }
}
}
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs
new file mode 100644
index 00000000..6805d4ce
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs
@@ -0,0 +1,77 @@
+using System;
+using BaseGames.AI;
+
+namespace BaseGames.Enemies
+{
+ ///
+ /// 可复用的"待机/警觉/追击/巡逻"感知状态机(统一规则,见 spec《敌人感知↔状态》)。
+ /// 职责边界:**状态转换逻辑在 AI 层(本类)**;感知系统只回答 InChaseZone/InVisionZone。
+ /// 规则:
+ /// 待机/巡逻: 在追逐区→追击(优先); 否则 有警觉且在视野→警觉; 否则保持。
+ /// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉。
+ /// 追击: 委托能力; 脱离视野→R(永不回警觉)。
+ /// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发;无视野槽→维持退化用追逐区。
+ ///
+ public static class PerceptionStateMachine
+ {
+ public sealed class Config
+ {
+ public string Idle = "Idle";
+ public string Patrol = "Patrol";
+ public string Alert = "Alert";
+ public string Chase = "Chase";
+ public string Death = "Death";
+ public string Entry = "Idle"; // 初始态
+ public string Rest = "Patrol"; // R:降级(退出追击/警觉丢失)回到的静止态
+ public string ChaseAbilityId; // 追击委托的能力 id(进入追击即触发;退出由 OnChaseExit 中断)
+ public Action OnIdleEnter;
+ public Action OnPatrolEnter;
+ public Action OnPatrolTick;
+ public Action OnAlertEnter;
+ public Action OnChaseEnter;
+ public Action OnChaseExit;
+ public Action OnDeathEnter;
+ }
+
+ public static void Add(BrainBuilder b, Config c)
+ {
+ b.Entry(c.Entry);
+ b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先)
+
+ // 待机 / 巡逻:未发现态,同样的升级转换(追逐优先、其次警觉)
+ AddUndiscovered(b.State(c.Idle).OnEnter(x => c.OnIdleEnter?.Invoke(x)), c);
+ AddUndiscovered(
+ b.State(c.Patrol)
+ .OnEnter(x => c.OnPatrolEnter?.Invoke(x))
+ .Tick(x => c.OnPatrolTick?.Invoke(x)),
+ c);
+
+ // 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内则保持(无转出)
+ b.State(c.Alert)
+ .OnEnter(x => c.OnAlertEnter?.Invoke(x))
+ .To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
+ .To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
+
+ // 追击:委托能力实现移动/伤害;脱离视野 → R(永不回警觉);退出时中断追击能力
+ b.State(c.Chase)
+ .OnEnter(x =>
+ {
+ c.OnChaseEnter?.Invoke(x);
+ if (!string.IsNullOrEmpty(c.ChaseAbilityId)) x.Combat.UseAbility(c.ChaseAbilityId);
+ })
+ .OnExit(x => c.OnChaseExit?.Invoke(x))
+ .To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
+
+ b.State(c.Death).OnEnter(x => c.OnDeathEnter?.Invoke(x));
+ }
+
+ // 未发现态(Idle/Patrol)升级:在追逐区→追击(优先);否则 有警觉且在视野→警觉
+ static void AddUndiscovered(BrainBuilder.StateBuilder sb, Config c)
+ {
+ sb.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
+ .To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
+ }
+
+ static bool HasAlert(IAiContext x) => x is IEnemyActor a && a.HasAlertState;
+ }
+}
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs.meta b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs.meta
new file mode 100644
index 00000000..1743d379
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d6bbbd575378d614da31905f1178dbf8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
index 6812fd7a..2a2fb8d9 100644
--- a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
+++ b/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
@@ -5,8 +5,9 @@ using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
///
- /// 循环追击 + 体接触伤害能力。
- /// 追击期间每帧更新 MoveTo,失去感知后收招退出并恢复巡逻状态。
+ /// 循环追击 + 体接触伤害能力(纯执行器)。
+ /// 每帧 MoveTo 追向玩家、开接触伤害;**何时停止由 AI 决策层负责**——AI 在"脱离视野"时
+ /// 中断本能力(AI decides when to stop, ability implements the chase)。
/// 可复用于任何需要"追击+接触伤害循环"的敌人。
///
public class ContactChaseAbility : EnemyAbilityBase
@@ -15,12 +16,9 @@ namespace BaseGames.Enemies.Abilities
[SerializeField] private ClipTransition _loopClip;
[SerializeField] private ClipTransition _endClip;
- [Header("感知与接触伤害")]
+ [Header("接触伤害")]
[SerializeField] private BodyContactDamage _contactDamage;
- [Tooltip("用于追击感知判断的传感器槽位名,通常为 \"aggro\"")]
- [SerializeField] private string _aggroSlotName = "aggro";
-
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
@@ -31,33 +29,29 @@ namespace BaseGames.Enemies.Abilities
if (_contactDamage != null)
_contactDamage.enabled = true;
- while (true)
+ // 追击直到玩家消失或被 AI 中断(退出追击的决策归 AI,见 EnemyBrainContext.InterruptAbilities)
+ while (_enemy.PlayerTransform != null)
{
- if (_enemy.PlayerTransform == null) break;
- if (_enemy.SensorHub != null && !_enemy.SensorHub.IsDetecting(_aggroSlotName, _enemy.PlayerTransform.gameObject))
- break;
_enemy.MoveTo(_enemy.PlayerTransform.position);
yield return null;
}
- if (_contactDamage != null)
- _contactDamage.enabled = false;
-
- _enemy.StopMovement();
+ CleanupChase();
if (_endClip.Clip != null)
{
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
}
-
- _enemy.SetAiPhase(AiPhase.Patrol);
}
- protected override void OnInterrupted(InterruptReason reason)
+ protected override void OnInterrupted(InterruptReason reason) => CleanupChase();
+
+ private void CleanupChase()
{
if (_contactDamage != null)
_contactDamage.enabled = false;
+ _enemy.StopMovement();
}
}
}
diff --git a/Assets/_Game/Scripts/Enemies/EnemyBase.cs b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
index 1b4fa08a..1d3a809a 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyBase.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
@@ -297,6 +297,26 @@ namespace BaseGames.Enemies
public virtual bool IsPlayerVisible()
=> _threatAssessor != null ? _threatAssessor.IsThreatDetected : HasLineOfSight;
+ /// 追逐感知:玩家是否在"追逐触发圆"(aggro 槽)内 → 触发追击。感知系统只回答"在不在",状态转换归 AI。
+ public bool InChaseZone()
+ => _sensorHub != null && _playerTransform != null &&
+ _sensorHub.IsDetecting(Perception.SensorSlotNames.Aggro, _playerTransform.gameObject);
+
+ ///
+ /// 视野感知:玩家是否在视野(los/sight 槽)内。用于警觉升级与追击维持;
+ /// 无视野槽时回退用追逐感知(aggro)。感知系统只回答"在不在",状态转换归 AI。
+ ///
+ public bool InVisionZone()
+ {
+ if (_sensorHub == null || _playerTransform == null) return false;
+ bool hasVisionSlot = _sensorHub.HasSlot(Perception.SensorSlotNames.LOS)
+ || _sensorHub.HasSlot(Perception.SensorSlotNames.Sight);
+ if (!hasVisionSlot) return InChaseZone(); // 缺省回退到追逐感知
+ var go = _playerTransform.gameObject;
+ return _sensorHub.IsDetecting(Perception.SensorSlotNames.LOS, go)
+ || _sensorHub.IsDetecting(Perception.SensorSlotNames.Sight, go);
+ }
+
public virtual void FacePlayer()
{
if (_movement == null || _playerTransform == null) return;
diff --git a/Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs b/Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs
index a695ddd0..e86d754d 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs
@@ -45,6 +45,8 @@ namespace BaseGames.Enemies
[Min(0f)] public float DetectRange = 6f;
[Header("追击 & AI 阶段")]
+ [Tooltip("是否有警觉状态:勾选=未发现态进入视野先进警觉(朝向+警觉动画)再追击;不勾选=进入追逐感知直接追击")]
+ public bool HasAlertState = true;
[Tooltip("最大追击距离(m);超出后放弃追击切换搜查阶段")]
[Min(0f)] public float MaxChaseDistance = 15f;
[Tooltip("视线丢失判定超时(s);超过此时长无视线则切换搜查")]