diff --git a/Assets/_Game/Scripts/Editor/Enemies/PhysicsPerceptionSystemEditor.cs b/Assets/_Game/Scripts/Editor/Enemies/PhysicsPerceptionSystemEditor.cs index c13bf005..1d074ea6 100644 --- a/Assets/_Game/Scripts/Editor/Enemies/PhysicsPerceptionSystemEditor.cs +++ b/Assets/_Game/Scripts/Editor/Enemies/PhysicsPerceptionSystemEditor.cs @@ -94,6 +94,11 @@ namespace BaseGames.Editor } break; + case SlotType.BoxLOS: + if (slot.boxSize.x > 0f && slot.boxSize.y > 0f) + DrawBoxLOSGizmo(system, slotCenter, facingSign, slot, fill, outline, isSelected); + break; + case SlotType.BatchLOS: DrawBatchLOSGizmo(system, slotCenter, slot, outline, isSelected); break; @@ -366,6 +371,45 @@ namespace BaseGames.Editor Handles.DrawSolidRectangleWithOutline(corners, fill, outline); } + /// + /// BoxLOS 槽位 Gizmo:矩形区域(同 BoxCast)+ 眼点 + LOS 提示 + 运行时检测连线。 + /// + static void DrawBoxLOSGizmo(PhysicsPerceptionSystem system, Vector3 slotCenter, float facingSign, + PhysicsPerceptionSystem.PerceptionSlot slot, Color fill, Color outline, bool isSelected) + { + DrawBoxGizmo(slotCenter, facingSign, slot, fill, outline); + + // 眼点(表明有遮挡检测能力,射线原点为感知原点) + Handles.color = outline; + Handles.DrawSolidDisc(slotCenter, Vector3.forward, 0.07f); + + if (isSelected) + { + GUIStyle style = new GUIStyle(GUI.skin.label) + { + fontSize = 9, + alignment = TextAnchor.MiddleCenter, + normal = { textColor = new Color(outline.r, outline.g, outline.b, 0.85f) } + }; + float labelY = slot.boxOffset.y + slot.boxSize.y * 0.5f + 0.2f; + Handles.Label(slotCenter + new Vector3(0f, labelY, 0f), "BoxLOS", style); + } + + // 运行时:绿线连到检测到的目标 + if (!Application.isPlaying) return; + var detected = system.EditorDetected; + if (detected == null || !detected.TryGetValue(slot.slotName, out var hits) || hits.Count == 0) return; + + Color green = new Color(0.2f, 1.0f, 0.3f, 0.9f); + Handles.color = green; + foreach (var go in hits) + { + if (go == null) continue; + Handles.DrawLine(slotCenter, go.transform.position); + Handles.DrawSolidDisc(go.transform.position, Vector3.forward, 0.09f); + } + } + static Vector3 RotateVec3(Vector3 v, float angleDeg) { float rad = angleDeg * Mathf.Deg2Rad; @@ -563,6 +607,23 @@ namespace BaseGames.Editor new GUIContent("矩形偏移", "相对于原点偏移,X 随朝向翻转")); break; + case SlotType.BoxLOS: + EditorGUILayout.PropertyField(elem.FindPropertyRelative("detectLayer"), + new GUIContent("检测层", "目标所在层(通常为 Player 层)")); + EditorGUILayout.PropertyField(elem.FindPropertyRelative("boxSize"), + new GUIContent("矩形尺寸 (m)", "宽 × 高(横向视野设宽 > 高)")); + EditorGUILayout.PropertyField(elem.FindPropertyRelative("boxOffset"), + new GUIContent("矩形偏移", "相对于原点偏移,X 随朝向翻转;\n仅前向视野把 X 设为 boxSize.x*0.5")); + EditorGUILayout.Space(2); + EditorGUILayout.LabelField("─ LOS 遮挡设置 ─", EditorStyles.miniLabel); + EditorGUILayout.PropertyField(elem.FindPropertyRelative("losBlockMask"), + new GUIContent("遮挡层", "遮挡物所在层(Platform / Wall / Ground);设为 0 则视线始终通过(退化为纯几何 BoxCast)")); + EditorGUILayout.PropertyField(elem.FindPropertyRelative("losRayCount"), + new GUIContent("LOS 采样点数", "1=中心 3=中心+上+下(推荐) 5=中心+上下左右")); + EditorGUILayout.PropertyField(elem.FindPropertyRelative("losMinVisibility"), + new GUIContent("最低可见度 (0–1)", "0=任一采样点通过即可 1=全部通过(严格)")); + break; + case SlotType.Sight: EditorGUILayout.PropertyField(elem.FindPropertyRelative("radius"), new GUIContent("视野半径 (m)", "Sight 传感器检测半径")); diff --git a/Assets/_Game/Scripts/Enemies/Perception/PhysicsPerceptionSystem.cs b/Assets/_Game/Scripts/Enemies/Perception/PhysicsPerceptionSystem.cs index 138bd593..a08a3f84 100644 --- a/Assets/_Game/Scripts/Enemies/Perception/PhysicsPerceptionSystem.cs +++ b/Assets/_Game/Scripts/Enemies/Perception/PhysicsPerceptionSystem.cs @@ -6,7 +6,7 @@ namespace BaseGames.Enemies.Perception { /// /// 敌人感知系统(自研纯物理实现,商业级设计)。 - /// 每个 独立配置并独立运行,支持七种检测模式: + /// 每个 独立配置并独立运行,支持八种检测模式: /// • RangeCircle — OverlapCircle 纯几何范围检测(无遮挡) /// • BatchLOS — OverlapCircle + 单次 Raycast 自研批量视线检测(低开销,有帧延迟) /// • FanCast — OverlapCircle + 角度过滤扇形视野(纯几何,无遮挡) @@ -14,6 +14,7 @@ namespace BaseGames.Enemies.Perception /// • Sight — OverlapCircle + 可选扇形角度 + 强制多点 LOS 遮挡(专用视线传感器) /// • RayCast — 单/多根方向射线传感器,支持扩散角和遮挡层 /// • TriggerZone — 物理触发器事件驱动(子节点 PerceptionTriggerProxy,零轮询) + /// • BoxLOS — OverlapBox 矩形(横向)区域 + 多点 LOS 遮挡(矩形视野带遮挡) /// /// 遮挡检测设计原则: /// RangeCircle / FanCast / BoxCast 是纯几何传感器,不做遮挡校验。 @@ -48,6 +49,8 @@ namespace BaseGames.Enemies.Perception RayCast, /// 物理触发器事件驱动,依赖子节点 PerceptionTriggerProxy(零轮询开销) TriggerZone, + /// OverlapBox 矩形(横向)区域 + 多点 LOS 遮挡校验(矩形视野带遮挡) + BoxLOS, } // ── 槽位定义 ────────────────────────────────────────────────────────── @@ -98,23 +101,23 @@ namespace BaseGames.Enemies.Perception // ── BoxCast ──────────────────────────────────────────────────── - [Tooltip("BoxCast:检测框尺寸 (宽, 高),单位米")] + [Tooltip("BoxCast / BoxLOS:检测框尺寸 (宽, 高),单位米")] public Vector2 boxSize; - [Tooltip("BoxCast:相对于感知中心的偏移,X 分量随 localScale.x 自动翻转")] + [Tooltip("BoxCast / BoxLOS:相对于感知中心的偏移,X 分量随 localScale.x 自动翻转。\n仅前向视野:X 设为 boxSize.x * 0.5(矩形整块推到前方);前后双向:X 设为 0(对称)。")] public Vector2 boxOffset; - // ── Sight LOS(仅 Sight 类型使用)──────────────────────────── + // ── LOS(Sight / BoxLOS 共用)──────────────────────────────── - [Tooltip("[Sight 专用] 视线遮挡检测层(通常为 Platform + Wall + Ground)。\n⚠ 留 0 时视线始终通过(losBlockMask = 0 = 无遮挡层)。")] + [Tooltip("[Sight / BoxLOS] 视线遮挡检测层(通常为 Platform + Wall + Ground)。\n⚠ 留 0 时视线始终通过(losBlockMask = 0 = 无遮挡层)。")] public LayerMask losBlockMask; [Range(1, 5)] - [Tooltip("[Sight 专用] LOS 多点采样数量:\n1 = 包围盒中心(最快)\n3 = 中心 + 上 + 下(推荐)\n5 = 中心 + 上下左右(最稳健)")] + [Tooltip("[Sight / BoxLOS] LOS 多点采样数量:\n1 = 包围盒中心(最快)\n3 = 中心 + 上 + 下(推荐)\n5 = 中心 + 上下左右(最稳健)")] public int losRayCount; [Range(0f, 1f)] - [Tooltip("[Sight 专用] 可见度阈值(0–1):\n0 = 任意 1 条通过即可(宽松)\n0.5 = 50% 通过\n1 = 全部通过(严格)")] + [Tooltip("[Sight / BoxLOS] 可见度阈值(0–1):\n0 = 任意 1 条通过即可(宽松)\n0.5 = 50% 通过\n1 = 全部通过(严格)")] public float losMinVisibility; // ── RayCast ─────────────────────────────────────────────────── @@ -274,6 +277,7 @@ namespace BaseGames.Enemies.Perception case SlotType.BoxCast: RefreshBoxCast(ref slot, list); break; case SlotType.Sight: RefreshSight(ref slot, list); break; case SlotType.RayCast: RefreshRayCast(ref slot, list); break; + case SlotType.BoxLOS: RefreshBoxLOS(ref slot, list); break; } FireDiffEvents(slot.slotName); @@ -380,6 +384,34 @@ namespace BaseGames.Enemies.Perception } } + /// + /// 矩形视线传感器:OverlapBox(横向矩形区域)+ 多点 LOS 遮挡校验。 + /// 形状同 ,但对每个候选目标从感知原点做遮挡射线, + /// 用于"横向矩形视野带遮挡"的场景(如走廊 / 平台横向警戒)。 + /// 矩形以 / 定义; + /// 遮挡复用 / losRayCount / losMinVisibility。 + /// losBlockMask = 0 时视线始终通过(退化为纯几何 BoxCast)。 + /// + private void RefreshBoxLOS(ref PerceptionSlot slot, List list) + { + if (slot.boxSize.x <= 0f || slot.boxSize.y <= 0f || slot.detectLayer == 0) return; + + float facingSign = transform.localScale.x < 0f ? -1f : 1f; + Vector2 origin = (Vector2)transform.position + new Vector2(slot.offset.x * facingSign, slot.offset.y); + Vector2 center = origin + new Vector2(slot.boxOffset.x * facingSign, slot.boxOffset.y); + + int count = Physics2D.OverlapBoxNonAlloc(center, slot.boxSize, 0f, _overlapBuffer, slot.detectLayer); + for (int i = 0; i < count; i++) + { + var col = _overlapBuffer[i]; + if (col == null) continue; + // 遮挡校验:从感知原点(眼点)到目标;losBlockMask = 0 时始终通过 + if (!HasLineOfSight(origin, col.gameObject, + slot.losBlockMask, Mathf.Max(1, slot.losRayCount), slot.losMinVisibility)) continue; + if (!list.Contains(col.gameObject)) list.Add(col.gameObject); + } + } + /// /// 视线传感器:OverlapCircle + 可选扇形角度过滤 + 强制多点 LOS 遮挡校验。 /// 唯一内置遮挡检测的轮询槽位类型。