diff --git a/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs b/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs
index 38bc4259..b1a7b572 100644
--- a/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs
+++ b/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs
@@ -275,6 +275,88 @@ namespace BaseGames.Tests.EditMode.AI
Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode); // 落地即巡逻移动意图
}
+ // ── ApproachAttack 交战风格 ───────────────────────────────────────
+ static AiGraph GraphApproach(string entry = "Idle")
+ {
+ var b = new BrainBuilder();
+ PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
+ {
+ Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Death = "Death",
+ Entry = entry, Rest = "Patrol",
+ IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face,
+ Engagement = PerceptionStateMachine.EngagementStyle.ApproachAttack,
+ ApproachState = "Approach", AttackState = "Attack",
+ });
+ return b.Build();
+ }
+
+ [Test]
+ public void Approach_EnteredFromChaseZone_UsesPursue()
+ {
+ var ctx = new Ctx();
+ var rt = new AiRuntime(GraphApproach(), ctx);
+ ctx.S.Chase = true;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Approach", rt.CurrentStateName);
+ CollectionAssert.Contains(ctx.L.Calls, "Pursue");
+ }
+
+ [Test]
+ public void Approach_ToAttack_WhenEligibleAttack()
+ {
+ var ctx = new Ctx();
+ var rt = new AiRuntime(GraphApproach(), ctx);
+ ctx.S.Chase = true; rt.Tick(0.1f);
+ ctx.C.Eligible = true;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Attack", rt.CurrentStateName);
+ CollectionAssert.Contains(ctx.C.Used, "best");
+ }
+
+ [Test]
+ public void Attack_StopsLocomotion_OnEnter()
+ {
+ var ctx = new Ctx();
+ var rt = new AiRuntime(GraphApproach(), ctx);
+ ctx.S.Chase = true; rt.Tick(0.1f);
+ ctx.C.Eligible = true; rt.Tick(0.1f);
+ CollectionAssert.Contains(ctx.L.Calls, "Stop");
+ }
+
+ [Test]
+ public void Attack_ToApproach_WhenAttackDone()
+ {
+ var ctx = new Ctx();
+ var rt = new AiRuntime(GraphApproach(), ctx);
+ ctx.S.Chase = true; rt.Tick(0.1f);
+ ctx.C.Eligible = true; rt.Tick(0.1f);
+ Assert.AreEqual("Attack", rt.CurrentStateName);
+ ctx.C.Running = null;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Approach", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Approach_ToRest_WhenLeftAllZones()
+ {
+ var ctx = new Ctx();
+ var rt = new AiRuntime(GraphApproach(), ctx);
+ ctx.S.Chase = true; rt.Tick(0.1f);
+ ctx.S.Chase = false; ctx.S.Vision = false;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Patrol", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void ApproachAttack_Death_IsGlobal()
+ {
+ var ctx = new Ctx();
+ var rt = new AiRuntime(GraphApproach(), ctx);
+ ctx.S.Chase = true; rt.Tick(0.1f);
+ rt.Send(AiSignal.Died); rt.Tick(0.1f);
+ Assert.AreEqual("Death", rt.CurrentStateName);
+ }
+
// ── 死亡(全局事件,任意态可达)───────────────────────────────────
[Test]
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs
index ac49a131..4865b2b9 100644
--- a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs
@@ -14,6 +14,9 @@ namespace BaseGames.Enemies
///
public static class PerceptionStateMachine
{
+ /// 交战风格:单一冲锋能力,或"寻路逼近 + 选招攻击"两态子机。
+ public enum EngagementStyle { ChaseAbility, ApproachAttack }
+
public sealed class Config
{
public string Idle = "Idle";
@@ -34,6 +37,11 @@ namespace BaseGames.Enemies
// 追击=带冷却的冲刺能力时开启(opt-in):冲刺打完→巡逻(CD 期),冷却结束且仍在追逐区→再冲刺。
// 由冷却门控 Patrol→Chase,避免"CD 期在追逐区每帧 Chase↔Patrol 来回抖"。
public bool PatrolBetweenChases = false;
+
+ // 交战风格(默认冲锋能力,保持现状);ApproachAttack 时启用 Approach↔Attack 两态子机。
+ public EngagementStyle Engagement = EngagementStyle.ChaseAbility;
+ public string ApproachState = "Approach";
+ public string AttackState = "Attack";
}
public static void Add(BrainBuilder b, Config c)
@@ -42,35 +50,66 @@ namespace BaseGames.Enemies
b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先)
// 进追击的条件:默认"在追逐区"。PatrolBetweenChases 时加冷却门——CD 中不回追击,
- // 使 Chase(冲刺)→Patrol(CD 巡逻)→Chase 循环不抖动。
+ // 使 Chase(冲刺)→Patrol(CD 巡逻)→Chase 循环不抖动。冷却门仅在冲锋能力风格下生效。
string chaseId = c.ChaseAbilityId;
- System.Func canChase = c.PatrolBetweenChases
- ? (x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId))
- : (x => x.Sensor.InChaseZone());
- string chaseLabel = c.PatrolBetweenChases ? "InChaseZone+offCD" : "InChaseZone";
+ System.Func canChase;
+ string chaseLabel;
+ if (c.Engagement == EngagementStyle.ChaseAbility && c.PatrolBetweenChases)
+ {
+ canChase = x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId);
+ chaseLabel = "InChaseZone+offCD";
+ }
+ else
+ {
+ canChase = x => x.Sensor.InChaseZone();
+ chaseLabel = "InChaseZone";
+ }
+
+ // 交战入口态:冲锋风格=Chase;逼近风格=Approach
+ string combatEntry = c.Engagement == EngagementStyle.ApproachAttack ? c.ApproachState : c.Chase;
// 待机 / 巡逻:未发现态,升级转换相同(追逐优先、其次警觉)
AddLocomotionState(b, c.Idle, c.IdleMode)
- .To(c.Chase).When(canChase, chaseLabel)
+ .To(combatEntry).When(canChase, chaseLabel)
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
AddLocomotionState(b, c.Patrol, c.PatrolMode)
- .To(c.Chase).When(canChase, chaseLabel)
+ .To(combatEntry).When(canChase, chaseLabel)
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
// 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内保持(朝向玩家)
AddLocomotionState(b, c.Alert, c.AlertMode)
- .To(c.Chase).When(canChase, chaseLabel)
+ .To(combatEntry).When(canChase, chaseLabel)
.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
- // 追击退出:
- // PatrolBetweenChases: 冲刺打完(能力结束)→R(CD 期巡逻);committed 冲锋不被感知丢失中途打断,
- // 是否再冲刺交由 Patrol 侧冷却门控。
- // 默认: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。
- var chase = AddAbilityState(b, c.Chase, chaseId);
- if (c.PatrolBetweenChases)
- chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD");
+ if (c.Engagement == EngagementStyle.ApproachAttack)
+ {
+ // Approach:寻路逼近;有招够得着→Attack;脱离全部感知→R
+ b.State(c.ApproachState)
+ .OnEnter(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
+ .Tick(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
+ .OnExit(x => x.Locomotion.Stop())
+ .To(c.AttackState).When(x => x.Combat.HasEligibleAttack(), "attackInRange")
+ .To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
+
+ // Attack:停逼近 + 选招攻击;打完回 Approach;脱离感知→R
+ b.State(c.AttackState)
+ .OnEnter(x => { x.Locomotion.Stop(); x.Combat.UseBestAttack(); })
+ .OnExit(x => x.Combat.InterruptAbilities())
+ .To(c.ApproachState).When(x => !x.Combat.IsAbilityRunning(), "attackDone")
+ .To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
+ }
else
- chase.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
+ {
+ // 追击退出:
+ // PatrolBetweenChases: 冲刺打完(能力结束)→R(CD 期巡逻);committed 冲锋不被感知丢失中途打断,
+ // 是否再冲刺交由 Patrol 侧冷却门控。
+ // 默认: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。
+ var chase = AddAbilityState(b, c.Chase, chaseId);
+ if (c.PatrolBetweenChases)
+ chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD");
+ else
+ chase.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
+ }
// 死亡:终态(无转出);死亡演出走物理状态机
AddAbilityState(b, c.Death, c.DeathAbilityId);