feat: Implement Room Streaming System

- Add RoomStreamingManager to manage room loading and unloading based on player proximity.
- Create StreamingBudgetConfigSO for memory and performance budgeting of the streaming system.
- Introduce TransitionDirector to handle seamless and atmospheric fade transitions between rooms.
- Develop WorldGraph to represent room connectivity and facilitate neighbor queries and distance calculations.
- Implement RoomNode and RoomEdge classes to structure room data and connections.
This commit is contained in:
2026-05-23 19:10:29 +08:00
parent 81c326af53
commit a1b4e629aa
165 changed files with 7904 additions and 313 deletions

View File

@@ -2,7 +2,9 @@ using UnityEngine;
using Animancer;
using BaseGames.Combat;
using BaseGames.Core.Events;
using BaseGames.Core.Pool;
using BaseGames.Enemies.States;
using BaseGames.Enemies.Abilities;
#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime;
#endif
@@ -14,8 +16,9 @@ namespace BaseGames.Enemies
/// 实现 IDamageable为 Behavior Designer 任务提供统一虚方法接口。
/// 包含BD 接口、受击、死亡流程。
/// ⚠️ _nav 字段类型为 IPathAgent在 BaseGames.Enemies.Navigation 中实现具体类)。
/// 实现 IPoolable配合 PooledObject 支持对象池复用,避免频繁 Destroy/Instantiate。
/// </summary>
public class EnemyBase : MonoBehaviour, IDamageable, ILOSRequester
public class EnemyBase : MonoBehaviour, IDamageable, ILOSRequester, IPoolable
{
[Header("标识")]
[SerializeField] private string _enemyId; // 任务系统 / Boss 进程追踪用,如 "Enemy_SpiderGuard"
@@ -44,29 +47,71 @@ namespace BaseGames.Enemies
/// </summary>
[SerializeField] private BaseGames.Core.Events.TransformEventChannelSO _onPlayerSpawned;
#if GRAPH_DESIGNER
[Header("BT Tick 分级LOD")]
[Tooltip("Idle 阶段 BT Tick 最小间隔s0 = 每帧全速。")]
[SerializeField] private float _btIdleTickInterval = 0.30f;
[Tooltip("Patrol/ReturnHome 阶段 BT Tick 间隔s")]
[SerializeField] private float _btPatrolTickInterval = 0.15f;
[Tooltip("Alert/Investigate 阶段 BT Tick 间隔s")]
[SerializeField] private float _btAlertTickInterval = 0.08f;
[Tooltip("Chase 阶段 BT Tick 间隔s")]
[SerializeField] private float _btChaseTickInterval = 0.05f;
[Tooltip("Combat 阶段 BT Tick 间隔s0 = 每帧全速")]
[SerializeField] private float _btCombatTickInterval = 0f;
#endif
// ── 导航代理IPathAgent由 EnemyNavAgent 实现)───────────────────
// 通过接口引用,避免对 Navigation 程序集的直接依赖。
// 由子类 / Inspector 注入,或者运行时 GetComponent<IPathAgent>() 获取。
protected IPathAgent _nav;
// 霸体来源(由 EnemyPoiseComponent.Awake() 自动注入TakeDamage 时读取)
private IPoiseSource _poiseSource;
private readonly CompositeDisposable _subs = new();
protected readonly CompositeDisposable _subs = new();
// 碰撞体缓存Awake 时收集一次,避免 Die()/OnSpawn() 中频繁 GetComponentsInChildren 分配
private Collider2D[] _colliders;
// ── 对象池支持 ─────────────────────────────────────────────────────
/// <summary>
/// 本 GameObject 上的 PooledObject 组件(可选)。
/// Prefab 挂有此组件时Die() 使用归还池取代 Destroy实现对象池复用。
/// </summary>
private PooledObject _pooledObject;
// ── 状态 ──────────────────────────────────────────────────────────
private EnemyStateType _currentState;
public EnemyStateType CurrentState => _currentState;
// ── AI 行为阶段(独立于物理/战斗状态)────────────────────────────────
private AiPhase _currentAiPhase = AiPhase.Idle;
/// <summary>当前 AI 行为阶段BD 任务读取ForceState 不会改变此值)。</summary>
public AiPhase CurrentAiPhase => _currentAiPhase;
/// <summary>AI 行为阶段变更时触发,可用于驱动外部系统(音效/视觉效果等)。</summary>
public event System.Action<AiPhase> OnAiPhaseChanged;
// ── 导航语义(归位 / 搜查)────────────────────────────────────────────
/// <summary>Awake/Start 时记录的初始世界坐标,供 BD_ReturnToHome 归位使用。</summary>
public Vector2 HomePosition { get; private set; }
/// <summary>
/// 玩家最后一次可见的世界坐标。
/// 由 BD_ChasePlayer 在持有视线时每帧更新;视线丢失后保留最后记录值供 BD_InvestigateLastKnown 使用。
/// </summary>
public Vector2 LastKnownPlayerPosition { get; set; }
// POCO 状态对象字典:枚举保持对外 API 不变。
// 子类可在 Awake() 重写条目注入自定义状态对象。
protected readonly System.Collections.Generic.Dictionary<EnemyStateType, IEnemyState> _stateObjs
= new System.Collections.Generic.Dictionary<EnemyStateType, IEnemyState>();
// ── IDamageable ───────────────────────────────────────────────────
public bool IsAlive => _currentState != EnemyStateType.Dead;
public bool IsInvincible => _currentState == EnemyStateType.Dead;
public virtual bool IsInvincible => _currentState == EnemyStateType.Dead;
public int Defense => _stats != null ? _stats.Defense : 0;
public void TakeDamage(DamageInfo info)
{
if (_currentState == EnemyStateType.Dead) return;
if (IsInvincible) return;
_stats?.TakeDamage(info.FinalDamage);
_feedback?.OnHit(info);
@@ -77,22 +122,93 @@ namespace BaseGames.Enemies
return;
}
// 根据霸体等级选择 Stagger硬直或 Hurt受击
// ForceBreak 标记或 BreakLevel 超过当前霸体等级时触发 Stagger否则触发 Hurt。
PoiseLevel curPoise = _poiseSource?.GetCurrentPoiseLevel() ?? PoiseLevel.None;
bool causesStagger = info.Flags.HasFlag(DamageFlags.ForceBreak)
|| (int)info.Break > (int)curPoise;
ForceState(causesStagger ? EnemyStateType.Stagger : EnemyStateType.Hurt);
// ── 受击分级KnockUp > Stagger > Hurt──────────────────────
PoiseLevel curPoise = _poiseSource?.GetCurrentPoiseLevel() ?? PoiseLevel.None;
bool causesStagger = info.Flags.HasFlag(DamageFlags.ForceBreak)
|| (int)info.Break > (int)curPoise;
// KnockUp 判断:携带 Launch 标志,且(无阈值限制 或 伤害超过阈值)
bool causesKnockUp = false;
if (causesStagger && info.Flags.HasFlag(DamageFlags.Launch) && _statsSO != null)
{
int threshold = _statsSO.HitTiers.launchThreshold;
causesKnockUp = (threshold <= 0) || (info.FinalDamage >= threshold);
}
EnemyStateType nextState;
InterruptReason reason;
if (causesKnockUp)
{
// 存储来袭方向供 EnemyKnockUpState 使用
_pendingLaunchDir = info.KnockbackDirection;
nextState = EnemyStateType.KnockUp;
reason = InterruptReason.KnockUp;
}
else if (causesStagger)
{
nextState = EnemyStateType.Stagger;
reason = InterruptReason.Stagger;
}
else
{
nextState = EnemyStateType.Hurt;
reason = InterruptReason.Hurt;
}
ForceState(nextState);
_abilities.InterruptAll(reason);
OnDamageTaken(info);
}
/// <summary>
/// 受击后钩子(已确认未死亡时调用)。子类可重写以触发额外逻辑(如资源积累)。
/// </summary>
protected virtual void OnDamageTaken(DamageInfo info) { }
/// <summary>
/// 击飞来袭方向(由 TakeDamage 写入,供 EnemyKnockUpState.Enter() 读取)。
/// </summary>
internal Vector2 PendingLaunchDir => _pendingLaunchDir;
private Vector2 _pendingLaunchDir;
/// <summary>
/// 协程兜底:在无对应 Animancer 动画时按时长自动恢复到 Controlled 状态。
/// 仅在 AnimConfig 对应 Clip 为 null 时由状态类调用。
/// </summary>
public void ScheduleStateRecovery(EnemyStateType fromState, float delay)
{
StartCoroutine(StateRecoveryRoutine(fromState, delay));
}
private System.Collections.IEnumerator StateRecoveryRoutine(EnemyStateType fromState, float delay)
{
yield return new WaitForSeconds(delay);
if (_currentState == fromState)
ForceState(EnemyStateType.Controlled);
}
// BD 任务访问接口(公共只读属性)────────────────────────────────
public IPathAgent Nav => _nav;
public EnemyMovement Movement => _movement;
public EnemyStats Stats => _stats;
/// <summary>敌人配置 SO供 BD Task / 状态对象读取配置数据(如 knockUpDuration。</summary>
public EnemyStatsSO StatsSO => _statsSO;
public AnimancerComponent Animancer => _animancer;
public EnemyAnimationConfigSO AnimConfig => _animConfig;
/// <summary>能力注册表(架构 §8.3。Awake 时自动收集所有 EnemyAbilityBase 组件。</summary>
public EnemyAbilityRegistry Abilities => _abilities;
private readonly EnemyAbilityRegistry _abilities = new EnemyAbilityRegistry();
/// <summary>由 _onPlayerSpawned 事件缓存的玩家 Transform供 BD 任务读取。</summary>
public Transform PlayerTransform => _playerTransform;
/// <summary>感知 HubSensorToolkit供 QuotaManager 暂停/恢复 Sensor 使用。</summary>
public Perception.IPerceptionSystem SensorHub => _sensorHub;
private Perception.EnemySensorHub _sensorHub;
/// <summary>威胁评估器(可选):为原始 LOS 结果叠加反应延迟,使感知更自然。</summary>
public Perception.EnemyThreatAssessor ThreatAssessor => _threatAssessor;
private Perception.EnemyThreatAssessor _threatAssessor;
/// <summary>状态效果管理器(冻结、灼烧、睡眠等)。</summary>
public StatusEffects.EnemyStatusEffectManager StatusEffects => _statusEffects;
private StatusEffects.EnemyStatusEffectManager _statusEffects;
#if GRAPH_DESIGNER
public BehaviorTree BehaviorTree => _behaviorTree;
#endif
@@ -111,6 +227,18 @@ namespace BaseGames.Enemies
_movement?.StopHorizontal();
}
/// <summary>施加状态效果(需要 EnemyStatusEffectManager 组件)。同类型效果自动刷新。</summary>
public void ApplyStatusEffect(StatusEffects.IStatusEffect effect)
=> _statusEffects?.Apply(effect);
/// <summary>移除指定类型的状态效果(若存在)。</summary>
public void RemoveStatusEffect(StatusEffects.StatusEffectType type)
=> _statusEffects?.Remove(type);
/// <summary>查询指定类型状态效果是否激活。</summary>
public bool HasStatusEffect(StatusEffects.StatusEffectType type)
=> _statusEffects != null && _statusEffects.HasEffect(type);
public virtual void BeginAttack(AttackType type)
{
_combat?.StartAttack(type);
@@ -123,8 +251,31 @@ namespace BaseGames.Enemies
public virtual bool IsPlayerInRange(float range)
=> _stats != null && _stats.SqrDistanceToPlayer <= range * range;
/// <summary>
/// 检查玩家是否在感知范围内。若 <see cref="EnemyStatsSO.DetectAngleDeg"/> > 0
/// 同时验证玩家是否在自身朝向的扇形角度内。
/// </summary>
public virtual bool IsPlayerInDetectRange()
{
if (_stats == null || _playerTransform == null) return false;
float detectRange = _statsSO != null ? _statsSO.DetectRange : 6f;
if (_stats.SqrDistanceToPlayer > detectRange * detectRange) return false;
float angleDeg = _statsSO?.DetectAngleDeg ?? 0f;
if (angleDeg <= 0f) return true; // 0 = 关闭方向限制
Vector2 toPlayer = ((Vector2)_playerTransform.position - (Vector2)transform.position).normalized;
float facingDir = _movement != null ? _movement.FacingDirection : 1f;
var forward = new Vector2(facingDir, 0f);
float angle = Vector2.Angle(forward, toPlayer);
return angle <= angleDeg;
}
/// <summary>原始视线检测结果BatchLOSSystem 写入,无感知延迟修正)。</summary>
public bool HasLineOfSight => _losResult;
public virtual bool IsPlayerVisible()
=> _losResult; // BatchLOSSystem 写入;初始 false未见玩家
=> _threatAssessor != null ? _threatAssessor.IsThreatDetected : _losResult;
public virtual void FacePlayer()
{
@@ -136,25 +287,143 @@ namespace BaseGames.Enemies
{
if (info.Flags.HasFlag(DamageFlags.NoKnockback)) return;
_movement?.ApplyKnockback(info.KnockbackDirection, info.KnockbackForce);
// 统一路径:击退必须经过状态机,确保能力被中断且动画一致。
ForceState(EnemyStateType.Hurt);
_abilities.InterruptAll(InterruptReason.Hurt);
}
public virtual void JumpTo(Vector2 target)
=> _movement?.JumpToTarget(target);
/// <summary>
/// 调整 BehaviorTree Tick 频率(非警觉=2帧/次,警觉=每帧)。
/// 调整 BehaviorTree Tick 频率(非警觉=降频,警觉=高频)。
/// 由 BD_SetAlert 调用(架构 07_EnemyModule §13.5)。
/// </summary>
public void SetAggroTickRate(bool isAggro)
public virtual void SetAggroTickRate(bool isAggro)
{
#if GRAPH_DESIGNER
// Opsive 运行时当前版本未直接暴露 frameInterval 字段。
// 需升级 Opsive 包或通过自定义 Tick 次数属性实现此功能。
Debug.LogWarning("[EnemyBase] SetAggroTickRate 当前无效Opsive 运行时尚未暴露 frameInterval请升级包后实现。", this);
_ = isAggro;
_btCurrentInterval = isAggro ? _btAlertTickInterval : _btIdleTickInterval;
#endif
}
// ── 警戒传播Group Alert────────────────────────────────────────
private static readonly UnityEngine.Collider2D[] _alertBuffer = new UnityEngine.Collider2D[32];
// ── 弹反Parry响应 ──────────────────────────────────────────────
private bool _wasParried;
private float _parryTimestamp;
// BD 树因阶段切换/死亡未能消费弹反事件时,超过此时长自动过期
private const float ParryEventTTL = 2f;
/// <summary>
/// 消费弹反事件标志(读取并清除)。
/// BD_OnParried Conditional Task 在每次 Tick 时调用此方法。
/// 若 BD 树因阶段切换或死亡未能及时消费,超过 TTL 后自动过期返回 false。
/// </summary>
public bool ConsumeParryEvent()
{
if (!_wasParried) return false;
if (Time.time - _parryTimestamp > ParryEventTTL)
{
_wasParried = false;
return false;
}
_wasParried = false;
return true;
}
/// <summary>
/// 被弹反时调用:强制进入 Stagger 状态并在 <paramref name="staggerDuration"/> 秒后恢复。
/// 由近战攻击碰到玩家弹反框时触发(例如 BossParryDetector 或通用 ParryDetector
/// </summary>
public virtual void ReceiveParry(float staggerDuration = 0.5f)
{
if (!IsAlive) return;
_wasParried = true;
_parryTimestamp = Time.time;
ForceState(EnemyStateType.Stagger);
_abilities.InterruptAll(InterruptReason.Stagger);
ScheduleStateRecovery(EnemyStateType.Stagger, staggerDuration);
}
/// <summary>
/// 通知半径内的其他敌人进入 Alert 阶段Group Alert 广播)。
/// 配合 BD_BroadcastAlert 在进入 Chase 阶段时调用。
/// </summary>
public void AlertNearby(float radius)
{
if (radius <= 0f) return;
int count = Physics2D.OverlapCircleNonAlloc(transform.position, radius, _alertBuffer);
for (int i = 0; i < count; i++)
{
if (_alertBuffer[i] == null) continue;
var enemy = _alertBuffer[i].GetComponentInParent<EnemyBase>();
if (enemy == null || enemy == this) continue;
enemy.ReceiveAlert(_playerTransform, LastKnownPlayerPosition);
}
}
/// <summary>
/// 接收来自邻近敌人的警戒广播。
/// 当前处于 Idle / Patrol 时切换到 AlertChase / Combat 中不降级。
/// </summary>
public void ReceiveAlert(Transform sharedPlayerTransform, Vector2 lastKnownPos)
{
if (!IsAlive) return;
if (_currentAiPhase == AiPhase.Chase || _currentAiPhase == AiPhase.Combat) return;
// 同步玩家引用(若本敌人尚未感知到玩家)
if (sharedPlayerTransform != null && _playerTransform == null)
_playerTransform = sharedPlayerTransform;
LastKnownPlayerPosition = lastKnownPos;
SetAiPhase(AiPhase.Alert);
}
[Header("AI 行为阶段")]
[Tooltip("SetAiPhase 变更时是否自动播放 AnimConfig 中对应的阶段动画(如 Alert/Investigate")]
[SerializeField] private bool _autoPlayPhaseAnimation = true;
/// <summary>
/// 设置 AI 行为阶段,并广播 <see cref="OnAiPhaseChanged"/> 事件。
/// 若 <see cref="_autoPlayPhaseAnimation"/> 为 true自动播放 AnimConfig 对应动画。
/// 由 BD TaskBD_SetAiPhase / BD_ChasePlayer 等)调用;
/// 不触发受击/死亡等 EnemyStateType 流程。
/// </summary>
public void SetAiPhase(AiPhase phase)
{
if (_currentAiPhase == phase) return;
_currentAiPhase = phase;
OnAiPhaseChanged?.Invoke(phase);
#if GRAPH_DESIGNER
// 按行为阶段动态调整 BT Tick 频率5 档 LOD
_btCurrentInterval = phase switch
{
AiPhase.Patrol => _btPatrolTickInterval,
AiPhase.Alert => _btAlertTickInterval,
AiPhase.Investigate => _btAlertTickInterval,
AiPhase.Chase => _btChaseTickInterval,
AiPhase.Combat => _btCombatTickInterval,
AiPhase.ReturnHome => _btPatrolTickInterval,
_ => _btIdleTickInterval, // Idle + 未来新阶段兜底
};
#endif
if (_autoPlayPhaseAnimation && _animancer != null && _animConfig != null)
{
var clip = phase switch
{
AiPhase.Alert => _animConfig.Alert,
AiPhase.Investigate => _animConfig.Investigate ?? _animConfig.Walk,
AiPhase.Patrol => _animConfig.Walk,
AiPhase.Chase => _animConfig.Run,
AiPhase.Idle => _animConfig.Idle,
_ => null,
};
if (clip != null) _animancer.Play(clip);
}
}
// ── 动画事件钩子(由 EnemyAnimationEvents 调用)────────────────────
/// <summary>生成弹幕 / 技能投射物。payload 为配置 Id由子类查表实现。</summary>
@@ -169,9 +438,30 @@ namespace BaseGames.Enemies
/// <summary>设置嘶吼状态(影响 Blackboard / 状态机行为)。</summary>
public virtual void SetRoaring(bool isRoaring) { }
// 防止状态 Enter/Exit 内部再次调用 ForceState 造成无限递归
private bool _isStateTransitioning;
// ── 状态控制 ──────────────────────────────────────────────────────
/// <summary>
/// 强制切换物理/战斗状态。
/// ⚠️ Dead 是终态:进入后不允许外部再转换到其他状态。
/// 对象池复用时请通过 <see cref="OnSpawn"/> 重置,该方法调用 <see cref="ForceStateRespawn"/>。
/// </summary>
public void ForceState(EnemyStateType newState)
{
// Dead 是终态:阻止任何"复活"转换,防止死亡后协程意外恢复
if (_currentState == EnemyStateType.Dead && newState != EnemyStateType.Dead)
return;
// 防止 Enter/Exit 内嵌套调用 ForceState 导致无限递归
if (_isStateTransitioning)
{
Debug.LogWarning($"[EnemyBase] ForceState({newState}) 在状态转换期间被递归调用,已忽略。", this);
return;
}
_isStateTransitioning = true;
// Exit 当前状态
if (_stateObjs.TryGetValue(_currentState, out var prev))
prev.Exit(this);
@@ -181,6 +471,21 @@ namespace BaseGames.Enemies
// Enter 新状态
if (_stateObjs.TryGetValue(newState, out var next))
next.Enter(this);
_isStateTransitioning = false;
}
/// <summary>
/// 对象池复用重置专用(跳过 Dead 终态守卫)。
/// 仅由 <see cref="OnSpawn"/> 调用,不对外暴露。
/// </summary>
private void ForceStateRespawn(EnemyStateType newState)
{
if (_stateObjs.TryGetValue(_currentState, out var prev))
prev.Exit(this);
_currentState = newState;
if (_stateObjs.TryGetValue(newState, out var next))
next.Enter(this);
}
// ── Unity 生命周期 ────────────────────────────────────────────────
@@ -190,10 +495,17 @@ namespace BaseGames.Enemies
_stateObjs[EnemyStateType.Controlled] = new EnemyControlledState();
_stateObjs[EnemyStateType.Hurt] = new EnemyHurtState();
_stateObjs[EnemyStateType.Stagger] = new EnemyStaggerState();
_stateObjs[EnemyStateType.KnockUp] = new EnemyKnockUpState();
_stateObjs[EnemyStateType.Dead] = new EnemyDeadState();
_nav = GetComponent<IPathAgent>() ?? new NullPathAgent();
_poiseSource = GetComponent<IPoiseSource>();
_sensorHub = GetComponentInChildren<Perception.EnemySensorHub>();
_statusEffects = GetComponent<StatusEffects.EnemyStatusEffectManager>();
_threatAssessor = GetComponent<Perception.EnemyThreatAssessor>();
_pooledObject = GetComponent<PooledObject>();
_abilities.CollectFrom(gameObject);
_colliders = GetComponentsInChildren<Collider2D>(true);
Debug.Assert(_statsSO != null, "[EnemyBase] _statsSO 未赋值,请在 Prefab Inspector 中指定 EnemyStatsSO。", this);
Debug.Assert(_stats != null, "[EnemyBase] _stats 未绑定,请在 Prefab Inspector 中绑定 EnemyStats 组件。", this);
@@ -206,8 +518,12 @@ namespace BaseGames.Enemies
_behaviorTree = GetComponent<BehaviorTree>();
if (_behaviorTree != null)
{
_behaviorTree.StartWhenEnabled = false;
_behaviorTree.PauseWhenDisabled = true;
_behaviorTree.StartWhenEnabled = false;
_behaviorTree.PauseWhenDisabled = true;
// Manual 模式:由 EnemyBase.Update 按 AiPhase 分级节流 Tick。
_behaviorTree.UpdateMode = Opsive.BehaviorDesigner.Runtime.Components.UpdateMode.Manual;
_btManualMode = true;
_btCurrentInterval = _btIdleTickInterval;
_behaviorTree.StartBehavior();
}
#endif
@@ -220,10 +536,35 @@ namespace BaseGames.Enemies
// 使用 sqrMagnitude 替代 Vector2.Distance避免每帧开平方计算
if (_playerTransform != null && _stats != null)
_stats.SqrDistanceToPlayer = ((Vector2)_playerTransform.position - (Vector2)transform.position).sqrMagnitude;
#if GRAPH_DESIGNER
// BT Tick LOD按当前 AiPhase 分级节流,降低空闲状态的 BT 开销。
if (_btManualMode && _behaviorTree != null)
{
float interval = _btCurrentInterval;
if (interval <= 0f)
{
_behaviorTree.Tick();
}
else
{
_btTickTimer += Time.deltaTime;
if (_btTickTimer >= interval)
{
_btTickTimer -= interval;
_behaviorTree.Tick();
}
}
}
#endif
}
protected virtual void Start()
{
// 记录出生位置,供 BD_ReturnToHome 归位使用
HomePosition = transform.position;
LastKnownPlayerPosition = transform.position;
// 若事件未配置或玩家尚未广播,匹降为一次性查找
if (_playerTransform == null)
{
@@ -251,6 +592,7 @@ namespace BaseGames.Enemies
}
protected virtual void OnDestroy() { }
// LOS 缓存BatchLOSSystem 写入;降级时由 3 帧节流 Raycast 写入)
private bool _losResult;
@@ -268,7 +610,10 @@ namespace BaseGames.Enemies
// BehaviorTree 引用(#if GRAPH_DESIGNER 保护,避免空引用)
#if GRAPH_DESIGNER
private BehaviorTree _behaviorTree;
private BehaviorTree _behaviorTree;
private bool _btManualMode;
private float _btTickTimer;
private float _btCurrentInterval;
#endif
protected virtual void Die()
@@ -276,19 +621,31 @@ namespace BaseGames.Enemies
if (_currentState == EnemyStateType.Dead) return;
ForceState(EnemyStateType.Dead);
// 死亡时清除所有状态效果
_statusEffects?.Clear();
// 死亡时强制中断所有能力(忽略 interruptOnHurt 等过滤)
_abilities.InterruptAll(InterruptReason.Dead);
// 禁用所有碰撞体
foreach (var col in GetComponentsInChildren<Collider2D>())
col.enabled = false;
if (_colliders != null)
foreach (var col in _colliders) if (col != null) col.enabled = false;
// 播放死亡动画
if (_animancer != null && _animConfig != null && _animConfig.Dead != null)
{
var state = _animancer.Play(_animConfig.Dead);
state.Events(this).OnEnd = () => Destroy(gameObject);
if (_pooledObject != null)
state.Events(this).OnEnd = () => _pooledObject.ReturnToPool();
else
state.Events(this).OnEnd = () => Destroy(gameObject);
}
else
{
Destroy(gameObject, 1.5f);
if (_pooledObject != null)
_pooledObject.ReturnToPoolDelayed(1.5f);
else
Destroy(gameObject, 1.5f);
}
_feedback?.OnDeath();
@@ -296,27 +653,103 @@ namespace BaseGames.Enemies
OnDied?.Invoke();
}
// ── IPoolable ─────────────────────────────────────────────────────
/// <summary>
/// 对象从池中取出时调用,重置运行时状态。
/// 使用对象池时,须在 Prefab 根节点挂载 <see cref="PooledObject"/> 并确保 Awake 已缓存 <see cref="_pooledObject"/>。
/// </summary>
public virtual void OnSpawn()
{
// 恢复碰撞体
if (_colliders != null)
foreach (var col in _colliders) if (col != null) col.enabled = true;
// 重置状态(对象池复用:跳过 Dead 终态守卫,强制恢复到 Controlled
ForceStateRespawn(EnemyStateType.Controlled);
_currentAiPhase = AiPhase.Idle;
// 重置对象池复用相关的运行时感知数据
// 注意_playerTransform 不重置(场景中玩家仍存在),只重置追踪历史
LastKnownPlayerPosition = transform.position;
_wasParried = false;
// 重置生命值
if (_stats != null && _statsSO != null)
_stats.Initialize(_statsSO);
// 重置能力冷却
_abilities.InterruptAll(InterruptReason.Dead);
#if GRAPH_DESIGNER
_behaviorTree?.StartBehavior();
#endif
}
/// <summary>
/// 对象归还到池时调用,清理临时状态,停止 BT。
/// </summary>
public virtual void OnDespawn()
{
_abilities.InterruptAll(InterruptReason.Dead);
_nav?.StopNavigation();
#if GRAPH_DESIGNER
if (_behaviorTree != null) _behaviorTree.enabled = false;
#endif
}
#if UNITY_EDITOR
protected virtual void OnValidate()
{
if (_statsSO == null)
Debug.LogError($"[EnemyBase] {gameObject.name} 缺少 EnemyStatsSO 配置,运行时会 NullRef。", this);
if (_stats == null)
Debug.LogWarning($"[EnemyBase] {gameObject.name} 未绑定 EnemyStats 组件引用。", this);
if (_animancer == null)
Debug.LogWarning($"[EnemyBase] {gameObject.name} 未绑定 AnimancerComponent 引用。", this);
}
#endif
private void OnDrawGizmos()
{
#if UNITY_EDITOR
if (_statsSO == null) return;
// ── 侦测范围(淡橙填充圆,始终可见+ 攻击范围(淡红填充圆)────────
// ── 侦测范围(淡橙;若配置扇形角则绘制扇形弧+ 攻击范围(淡红圆)────
{
var c = new Vector3(transform.position.x, transform.position.y, 0f);
var prevM = UnityEditor.Handles.matrix;
UnityEditor.Handles.matrix = Matrix4x4.identity;
UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.15f);
UnityEditor.Handles.DrawSolidDisc(c, Vector3.back, _statsSO.DetectRange);
UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.55f);
UnityEditor.Handles.DrawWireDisc(c, Vector3.back, _statsSO.DetectRange);
// 攻击范围(全圆)
UnityEditor.Handles.color = new Color(1f, 0.15f, 0.15f, 0.15f);
UnityEditor.Handles.DrawSolidDisc(c, Vector3.back, _statsSO.AttackRange);
UnityEditor.Handles.color = new Color(1f, 0.15f, 0.15f, 0.55f);
UnityEditor.Handles.DrawWireDisc(c, Vector3.back, _statsSO.AttackRange);
// 侦测范围
float angleDeg = _statsSO.DetectAngleDeg;
if (angleDeg > 0f)
{
// 扇形感知:绘制弧形扇区
float facing = Application.isPlaying && _movement != null ? _movement.FacingDirection : 1f;
Vector3 forward3 = new Vector3(facing, 0f, 0f);
UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.12f);
UnityEditor.Handles.DrawSolidArc(c, Vector3.back, forward3, angleDeg, _statsSO.DetectRange);
UnityEditor.Handles.DrawSolidArc(c, Vector3.back, forward3, -angleDeg, _statsSO.DetectRange);
UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.6f);
UnityEditor.Handles.DrawWireArc(c, Vector3.back, forward3, angleDeg, _statsSO.DetectRange);
UnityEditor.Handles.DrawWireArc(c, Vector3.back, forward3, -angleDeg, _statsSO.DetectRange);
}
else
{
// 全圆感知
UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.15f);
UnityEditor.Handles.DrawSolidDisc(c, Vector3.back, _statsSO.DetectRange);
UnityEditor.Handles.color = new Color(1f, 0.6f, 0.1f, 0.55f);
UnityEditor.Handles.DrawWireDisc(c, Vector3.back, _statsSO.DetectRange);
}
UnityEditor.Handles.matrix = prevM;
}
@@ -365,11 +798,34 @@ namespace BaseGames.Enemies
UnityEditor.Handles.matrix = prevM;
}
// 运行时AiPhase 彩色圆 + 状态标签
if (Application.isPlaying)
{
Color phaseColor = _currentAiPhase switch
{
AiPhase.Idle => Color.gray,
AiPhase.Patrol => Color.green,
AiPhase.Alert => Color.yellow,
AiPhase.Chase => new Color(1f, 0.5f, 0f),
AiPhase.Combat => Color.red,
AiPhase.Investigate => Color.cyan,
AiPhase.ReturnHome => Color.blue,
_ => Color.white,
};
Gizmos.color = phaseColor;
Gizmos.DrawWireSphere(transform.position, 0.5f);
UnityEditor.Handles.color = phaseColor;
UnityEditor.Handles.Label(
transform.position + Vector3.up * 1.0f,
$"{_currentAiPhase} | {_currentState}");
}
#endif
}
}
// ── 枚举(架构 07 §1────────────────────────────────────────────────
public enum EnemyStateType { Controlled, Hurt, Stagger, Dead }
public enum EnemyStateType { Controlled, Hurt, Stagger, KnockUp, Dead }
public enum AttackType { Melee, Ranged, Special }
}