feat(enemy): 嘲风迁移到新轨——能力资产 + 对象树 + 开战触发

删 5 个空 BossSkillSO,用向导重建 6 个 EnemyAbilitySO(含入场演出)。
预制体经放置工具重新产出:EnemyAiBrain(_definitionId=ChaoFeng) +
BossPhaseAbilityGate + 6 个能力组件,不再有 BossSkillExecutor。
TestRoomA 加开战触发区。三件自检 0 error,EditMode 260/260。

首次真正跑通两条脚手架,暴露并修掉三个它们的缺陷:

1. 放置工具漏挂 EnemyLocomotion(PlaceChaoFeng 及其余 7 个敌人放置入口)。
   EnemyBase.Awake 找不到它即报错且 Locomotion 为 null,
   AiStateFragments.ApplyLocomotion 直接 NRE、AiRuntime 构造失败——
   Boss 建不出决策层,完全不动。已在所有敌人放置入口补齐。
2. 向导把空中阶段的 wind_stone 建成 requiresGrounded=true(SO 默认值)。
   Boss 浮空后 IsGrounded 恒 false,选招器把它滤掉,空中阶段站着不打。
   能力定义表加 grounded 列,阶段 1 的招显式置 false。
3. BossPhaseAbilityGate.ApplyPhase 只在 EnterPhase 与 OnSpawn 调用,
   直接摆场景里的 Boss 两条路径都不走,开局后续阶段的招仍在候选池里。
   BossBase.Start 补一次初始阶段应用。

另:Phase1_Tornado_HitBox 确认零消费者(龙卷判定随弹体走),
从放置工具删除其创建与伤害源绑定;
EnemyBrainContext.UseAbility 对解析不到的能力 id 改为 LogError,
不再静默返回 false(CLAUDE.md 第 6 条);
新增 PlaceBossFightTrigger 脚手架(此前无对应创建入口,属裸建)。

播放模式实测状态序列(TestRoomA,玩家走进触发区):
Wait →(Engaged) Intro → Ground⇄GroundAttack →(hp<50%) PhaseTransition
→ Air⇄AirAttack,浮空生效,阶段门按阶段换池,全程 0 报错。
动画 Clip 未接入,PlayClipAbility 空 clip 立即完成,故只验证了状态流转,
判定时序待美术接入后再校。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-30 16:02:14 +08:00
co-authored by Claude Opus 5
parent bdeefca75b
commit 877d2f5fef
13 changed files with 844 additions and 273 deletions
@@ -328,12 +328,12 @@ namespace BaseGames.Editor
var factory = MakeActionGroup();
factory.Add(MakeFactoryButton("ENM_ChaoFeng_Stats.asset", () => { CreateChaoFengStatsSO(); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ENM_ChaoFeng_AnimConfig.asset",() => { CreateChaoFengAnimConfigSO(); RefreshSOStatus(); }));
foreach (var (abName, abId, soType, r, cd, w, ph) in ChaoFengAbilityDefs)
foreach (var (abName, abId, soType, r, cd, w, ph, g) in ChaoFengAbilityDefs)
{
string cName = abName; string cId = abId; System.Type cType = soType;
float cR = r, cCd = cd, cW = w; int cPh = ph;
float cR = r, cCd = cd, cW = w; int cPh = ph; bool cG = g;
factory.Add(MakeFactoryButton($"ABL_ChaoFeng_{cName}.asset",
() => { CreateChaoFengAbilitySO(cName, cId, cType, cR, cCd, cW, cPh); RefreshSOStatus(); }));
() => { CreateChaoFengAbilitySO(cName, cId, cType, cR, cCd, cW, cPh, cG); RefreshSOStatus(); }));
}
root.Add(factory);
@@ -691,7 +691,7 @@ namespace BaseGames.Editor
private static void CreateChaoFengAbilitySO(
string abilityName, string abilityId, System.Type soType,
float rangeRadius, float cooldown, float weight, int phase)
float rangeRadius, float cooldown, float weight, int phase, bool requiresGrounded)
{
const string dir = "Assets/_Game/Data/Enemies/ChaoFeng/Abilities";
string name = $"ABL_ChaoFeng_{abilityName}";
@@ -704,6 +704,9 @@ namespace BaseGames.Editor
? "入场演出,不进选招池"
: $"阶段 {phase} 招式;阶段可用性由 BossPhaseAbilityGate 配置";
so.cooldown = cooldown;
// 空中阶段的招必须放开这一项:选招器把 requiresGrounded 当硬门,
// Boss 浮空时 IsGrounded 恒为 false,留着默认 true 会让该招永远选不中。
so.requiresGrounded = requiresGrounded;
if (phase < 0)
{
@@ -727,25 +730,27 @@ namespace BaseGames.Editor
/// (见放置工具 PlaceChaoFeng),这里只记录供说明文本使用。
/// rangeRadius 必须 &gt; 0category==Attack 且射程为 0 的招永远够不着玩家,
/// EnemyAbilitySO.Validate 与 EnemyBase.BuildAttackSelector 都会显式报错。
/// grounded 是选招器的硬门:阶段 1 是空中阶段(Boss 浮空,IsGrounded 恒 false),
/// 该阶段的招必须为 false,否则永远选不中,空中阶段会站着不打。
/// </summary>
private static readonly (string name, string id, System.Type soType,
float rangeRadius, float cooldown, float weight, int phase)[]
float rangeRadius, float cooldown, float weight, int phase, bool grounded)[]
ChaoFengAbilityDefs =
{
("Intro", "chaofeng_intro", typeof(PlayClipAbilitySO), 0f, 0f, 0f, -1),
("Boomerang", "boomerang", typeof(PlayClipAbilitySO), 9f, 4.0f, 1.0f, 0),
("FanCombo", "fan_combo", typeof(EnemyAbilitySO), 2.5f, 2.5f, 1.5f, 0),
("TornadoSmall", "tornado_small", typeof(PlayClipAbilitySO), 8f, 3.5f, 1.2f, 0),
("TornadoLarge", "tornado_large", typeof(PlayClipAbilitySO), 12f, 6.0f, 0.8f, 0),
("WindStone", "wind_stone", typeof(PlayClipAbilitySO), 12f, 3.0f, 1.0f, 1),
("Intro", "chaofeng_intro", typeof(PlayClipAbilitySO), 0f, 0f, 0f, -1, true),
("Boomerang", "boomerang", typeof(PlayClipAbilitySO), 9f, 4.0f, 1.0f, 0, true),
("FanCombo", "fan_combo", typeof(EnemyAbilitySO), 2.5f, 2.5f, 1.5f, 0, true),
("TornadoSmall", "tornado_small", typeof(PlayClipAbilitySO), 8f, 3.5f, 1.2f, 0, true),
("TornadoLarge", "tornado_large", typeof(PlayClipAbilitySO), 12f, 6.0f, 0.8f, 0, true),
("WindStone", "wind_stone", typeof(PlayClipAbilitySO), 12f, 3.0f, 1.0f, 1, false),
};
private static void CreateAllChaoFengSOs()
{
CreateChaoFengStatsSO();
CreateChaoFengAnimConfigSO();
foreach (var (n, id, t, r, cd, w, ph) in ChaoFengAbilityDefs)
CreateChaoFengAbilitySO(n, id, t, r, cd, w, ph);
foreach (var (n, id, t, r, cd, w, ph, g) in ChaoFengAbilityDefs)
CreateChaoFengAbilitySO(n, id, t, r, cd, w, ph, g);
AssetDatabase.SaveAssets();
EditorUtility.DisplayDialog("创建完成",
"全部嘲风 SO 已创建(已存在的跳过)。\n" +
@@ -825,7 +830,7 @@ namespace BaseGames.Editor
("ENM_ChaoFeng_Stats", FindAtPath<EnemyStatsSO>($"{dir}/ENM_ChaoFeng_Stats.asset")),
("ENM_ChaoFeng_AnimConfig",FindAtPath<EnemyAnimationConfigSO>($"{dir}/ENM_ChaoFeng_AnimConfig.asset")),
};
foreach (var (abName, _, _, _, _, _, _) in ChaoFengAbilityDefs)
foreach (var (abName, _, _, _, _, _, _, _) in ChaoFengAbilityDefs)
checks.Add(($"ABL_ChaoFeng_{abName}",
FindAtPath<EnemyAbilitySO>($"{ablDir}/ABL_ChaoFeng_{abName}.asset")));