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>
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@@ -259,7 +259,7 @@ BoxCollider2D:
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m_IsTrigger: 0
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m_UsedByEffector: 0
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m_UsedByComposite: 0
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0.4}
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m_SpriteTilingProperty:
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border: {x: 0, y: 0, z: 0, w: 0}
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pivot: {x: 0, y: 0}
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@@ -647,7 +647,7 @@ CircleCollider2D:
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m_IsTrigger: 1
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m_UsedByEffector: 0
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m_UsedByComposite: 0
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0.4}
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serializedVersion: 2
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m_Radius: 0.4
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--- !u!114 &8468978500168207169
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@@ -751,7 +751,7 @@ CapsuleCollider2D:
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m_IsTrigger: 1
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m_UsedByEffector: 0
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m_UsedByComposite: 0
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0.375}
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m_Size: {x: 0.55, y: 0.75}
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m_Direction: 0
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--- !u!114 &7843048500329562790
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