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.
This commit is contained in:
2026-05-29 17:01:59 +08:00
parent e24ecc9589
commit bcd8b0e90b
19 changed files with 179534 additions and 175 deletions

View File

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