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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@@ -37,6 +37,8 @@ namespace BaseGames.Editor
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/// · HazardHitBox ↔ EnemyHurtBox → 应碰撞(环境危险伤害敌人,阵营中立)
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/// · HazardHitBox ↔ PlayerHitBox → 应忽略(环境不触发拼刀)
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/// · HazardHitBox ↔ EnemyHitBox → 应忽略(环境不触发拼刀)
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/// · Player ↔ Enemy → 应忽略(角色身体可重叠,不互相阻挡;伤害检测由 HitBox/HurtBox 层负责)
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/// · Enemy ↔ Enemy → 应忽略(敌人身体可重叠,不互相阻挡;伤害检测由 HitBox/HurtBox 层负责)
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/// </summary>
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public static class Physics2DLayerReport
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{
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@@ -67,6 +69,8 @@ namespace BaseGames.Editor
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new("HazardHitBox", "EnemyHurtBox", true, "环境危险伤害敌人(阵营中立)"),
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new("HazardHitBox", "PlayerHitBox", false, "环境不触发拼刀"),
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new("HazardHitBox", "EnemyHitBox", false, "环境不触发拼刀"),
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new("Player", "Enemy", false, "角色身体可重叠,不互相阻挡(伤害检测由 HitBox/HurtBox 层负责)"),
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new("Enemy", "Enemy", false, "敌人身体可重叠,不互相阻挡(伤害检测由 HitBox/HurtBox 层负责)"),
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};
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// ─────────────────────────────────────────────────────────────────────
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@@ -197,7 +201,7 @@ namespace BaseGames.Editor
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}
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/// <summary>
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/// 通过 SerializedObject 修改 ProjectSettings/DynamicsManager.asset 以持久化 Physics2D 层矩阵。
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/// 通过 SerializedObject 修改 ProjectSettings/Physics2DSettings.asset 以持久化 Physics2D 层矩阵。
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/// Unity 在退出时也会自动保存,但显式调用可立即落盘。
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/// </summary>
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private static void SavePhysicsSettings()
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