feat: Update enemy AI and movement systems
- Enhanced Physics2D layer collision report with new interactions between Player and Enemy layers. - Refactored BD_InvestigateLastKnown to streamline animation handling and improve readability. - Simplified BD_MaintainCombatDistance by consolidating movement stop logic. - Updated BD_MoveToPlayer to set AI phase on start. - Improved BD_Patrol logic with better handling of stuck states and path failures. - Enhanced BD_PatrolWaypoints to manage stuck conditions and retry logic more effectively. - Refined BD_ReturnToHome to remove unnecessary animation calls. - Updated BD_WalkRandom to ensure AI phase is set correctly on start. - Improved EnemyAbilityBase to delegate target facing to the movement system. - Enhanced EnemyBase with new movement methods for better control. - Refactored EnemyMovement to introduce a new input system for handling movement and facing. - Added EnemyMoveInput struct to encapsulate movement intentions. - Updated Physics2DSettings to reflect new layer collision matrix. - Introduced RTK CLI instructions for optimized command usage.
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@@ -613,7 +613,10 @@ namespace BaseGames.Editor
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case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(); break;
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case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(); break;
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case "E006": SceneObjectPlacerTool.PlaceE006_Huan(); break;
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default: SceneObjectPlacerTool.PlaceEnemy(); break;
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default:
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Debug.LogError($"[CharacterWizardWindow] 未注册的敌人 id '{id}',请在 SceneObjectPlacerTool 中实现对应 PlaceE...() 方法并注册。");
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SceneObjectPlacerTool.PlaceEnemy();
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break;
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}
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}
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