fix(scaffold): 碰撞体底部对齐 y=0(原点=脚底) 修正 NavAgent 有效位置 + 追击改回nav

根因: NavAgent 用 transform 原点(0,0)判定是否在导航段上,而脚手架 CreateBodyCollider
未设 offset(碰撞体居中,底部在-size.y/2),站到地面时原点悬在导航线上方→HasValidPosition=False。
修复: AlignColliderBottomToPivot 让所有身体/HurtBox/HitBox 碰撞体底部对齐 y=0(通用规则,
角色/敌人/Boss 同理);同步修 E001 prefab 碰撞体 offset。验证: 敌人落地后 navValid=True(自动)。
追击能力改回 nav 寻路(MoveTo),不再直接移动。

注: 导航路径"跟随"仍有既有集成问题(UpdatePath 后 agent 不跟随可达路径),需另行排查。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-09 16:22:54 +08:00
co-authored by Claude Opus 4.8
parent d0f69b0599
commit 790595d8de
3 changed files with 37 additions and 10 deletions
@@ -259,7 +259,7 @@ BoxCollider2D:
m_IsTrigger: 0
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: 0, y: 0}
m_Offset: {x: 0, y: 0.4}
m_SpriteTilingProperty:
border: {x: 0, y: 0, z: 0, w: 0}
pivot: {x: 0, y: 0}
@@ -647,7 +647,7 @@ CircleCollider2D:
m_IsTrigger: 1
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: 0, y: 0}
m_Offset: {x: 0, y: 0.4}
serializedVersion: 2
m_Radius: 0.4
--- !u!114 &8468978500168207169
@@ -751,7 +751,7 @@ CapsuleCollider2D:
m_IsTrigger: 1
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: 0, y: 0}
m_Offset: {x: 0, y: 0.375}
m_Size: {x: 0.55, y: 0.75}
m_Direction: 0
--- !u!114 &7843048500329562790