From 6c27993e09b854d2a2d223e343123e6f174cc3d7 Mon Sep 17 00:00:00 2001 From: Joywayer Date: Thu, 9 Jul 2026 15:10:39 +0800 Subject: [PATCH] =?UTF-8?q?feat(ai):=20=E6=95=8C=E4=BA=BA=E6=84=9F?= =?UTF-8?q?=E7=9F=A5=E2=86=94=E7=8A=B6=E6=80=81=E6=A8=A1=E5=9E=8B=E2=80=94?= =?UTF-8?q?=E2=80=94=E5=BE=85=E6=9C=BA/=E8=AD=A6=E8=A7=89/=E8=BF=BD?= =?UTF-8?q?=E5=87=BB/=E5=B7=A1=E9=80=BB=20+=20=E5=8F=AF=E5=A4=8D=E7=94=A8?= =?UTF-8?q?=E6=84=9F=E7=9F=A5=E7=8A=B6=E6=80=81=E6=9C=BA?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 感知门面 EnemyBase.InChaseZone(追逐/aggro)/InVisionZone(视野/los,缺省回退aggro),纯查询; 转换逻辑归 AI 层: 新增可复用 PerceptionStateMachine(统一规则,HasAlert/视野缺省自动降级); 规则: 未发现进视野→警觉, 进追逐→追击(委托能力), 追击脱离视野→巡逻(永不回警觉,再进视野再警觉). EnemyStatsSO.HasAlertState 勾选项; ContactChaseAbility 改纯执行器(退出由AI中断); E001 用可复用件. PlayMode 验证四态转换全通过. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Tests/EditMode/AI/Fakes/FakeAiContext.cs | 5 +- .../Data/Enemies/E001/ENM_E001_Stats.asset | 1 + Assets/_Game/Scripts/AI/ICombatant.cs | 1 + Assets/_Game/Scripts/AI/ISensor.cs | 5 +- .../Enemies/AIBrain/Ai/E001CaoZhiAi.cs | 62 ++++++--------- .../Enemies/AIBrain/EnemyBrainContext.cs | 20 +++-- .../Scripts/Enemies/AIBrain/IEnemyActor.cs | 3 + .../Enemies/AIBrain/PerceptionStateMachine.cs | 77 +++++++++++++++++++ .../AIBrain/PerceptionStateMachine.cs.meta | 11 +++ .../Enemies/Abilities/ContactChaseAbility.cs | 28 +++---- Assets/_Game/Scripts/Enemies/EnemyBase.cs | 20 +++++ Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs | 2 + 12 files changed, 166 insertions(+), 69 deletions(-) create mode 100644 Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs create mode 100644 Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs.meta 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")]