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:
@@ -54,13 +54,6 @@ namespace BaseGames.Enemies.AI
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_stepsRemaining = m_RandomStepCount;
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_pathFailed = false;
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var ac = _enemy.AnimConfig;
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if (_enemy.Animancer != null)
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{
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var clip = ac?.Investigate ?? ac?.Walk;
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if (clip != null) _enemy.Animancer.Play(clip);
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}
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if (!_subscribed && _enemy.Nav != null)
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{
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_enemy.Nav.OnNavPathFailed += HandlePathFailed;
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@@ -88,10 +81,8 @@ namespace BaseGames.Enemies.AI
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public override void OnEnd()
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{
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if (_subscribed && _enemy?.Nav != null)
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{
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_enemy.Nav.OnNavPathFailed -= HandlePathFailed;
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_subscribed = false;
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}
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_subscribed = false;
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_enemy?.StopMovement();
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}
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@@ -147,13 +138,7 @@ namespace BaseGames.Enemies.AI
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{
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_step = InvestigateSubStep.LookAround;
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_stepTimer = 0f;
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var ac = _enemy.AnimConfig;
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if (_enemy.Animancer != null)
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{
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var clip = ac?.Investigate ?? ac?.Idle;
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if (clip != null) _enemy.Animancer.Play(clip);
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}
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_enemy.BeginLookAround();
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}
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private void EnterRandomWalk()
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@@ -169,13 +154,6 @@ namespace BaseGames.Enemies.AI
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_randomTarget = new Vector2(origin.x + dir * dist, origin.y);
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_enemy.MoveTo(_randomTarget);
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var ac = _enemy.AnimConfig;
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if (_enemy.Animancer != null)
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{
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var clip = ac?.Walk;
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if (clip != null) _enemy.Animancer.Play(clip);
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}
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}
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private void HandlePathFailed() => _pathFailed = true;
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@@ -63,7 +63,7 @@ namespace BaseGames.Enemies.AI
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Vector2 toPlayer = ((Vector2)_enemy.PlayerTransform.position - (Vector2)_enemy.transform.position).normalized;
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float backDir = -Mathf.Sign(toPlayer.x);
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float speed = m_BackpedaleSpeed > 0f ? m_BackpedaleSpeed : _enemy.Stats.WalkSpeed;
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_enemy.Movement?.MoveWithSpeed(backDir, speed);
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_enemy.MoveInDirectionWithSpeed(backDir, speed);
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}
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else if (sqrDist > _sqrMax)
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{
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@@ -79,8 +79,7 @@ namespace BaseGames.Enemies.AI
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else
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{
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// 在最优范围内 → 停止导航,原地保持朝向
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_enemy.Nav?.StopNavigation();
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_enemy.Movement?.StopHorizontal();
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_enemy.StopMovement();
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}
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return TaskStatus.Running;
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@@ -88,8 +87,7 @@ namespace BaseGames.Enemies.AI
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public override void OnEnd()
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{
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_enemy?.Movement?.StopHorizontal();
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_enemy?.Nav?.StopNavigation();
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_enemy?.StopMovement();
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}
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}
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}
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@@ -19,6 +19,11 @@ namespace BaseGames.Enemies.AI
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public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
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public override void OnStart()
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{
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_enemy.SetAiPhase(AiPhase.Chase);
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}
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public override TaskStatus OnUpdate()
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{
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if (_enemy == null) return TaskStatus.Failure;
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@@ -9,34 +9,19 @@ namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Action:来回踱步巡逻——持续向当前方向移动,遇墙或悬崖时自动翻转方向。
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/// 转向检测依赖 EnemySensorHub 的 "wall_ahead" / "ledge" 槽(SensorToolkit)。
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///
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/// 若需要按预设路点顺序巡逻,请使用 <see cref="BD_PatrolWaypoints"/>(支持 Transform 引用和内联坐标)。
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///
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/// 转向检测优先级:
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/// <list type="number">
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/// <item>EnemySensorHub "wall_ahead" / "ledge" 槽(SensorToolkit,已配置时使用)</item>
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/// <item>Physics2D Raycast 兜底(Prefab 未配置 Sensor 时自动启用)</item>
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/// </list>
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/// </summary>
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[TaskName("Patrol (Pace)")]
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[TaskCategory("BaseGames/Enemy/Movement")]
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[TaskDescription("来回踱步巡逻:遇墙或悬崖自动翻转方向(SensorToolkit 优先)")]
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[TaskDescription("来回踱步巡逻:遇墙或悬崖自动翻转方向(需配置 EnemySensorHub wall_ahead / ledge 槽)")]
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public class BD_Patrol : Action
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{
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[Tooltip("(兜底)检测地面边缘的向下射线长度(m)")]
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public float edgeCheckLength = 1.2f;
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[Tooltip("(兜底)检测障碍物的水平射线长度(m)")]
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public float wallCheckLength = 0.4f;
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[Tooltip("(兜底)边缘检测射线起点相对角色的前向偏移(m)")]
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public float edgeCheckFwdOffset = 0.3f;
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[Tooltip("(兜底)边缘检测射线起点相对角色的向下偏移(m)")]
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public float edgeCheckDownOffset = 0.1f;
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[Tooltip("(兜底)地面/墙壁 LayerMask")]
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public LayerMask groundLayer;
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private EnemyBase _enemy;
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private EnemySensorHub _hub;
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private float _dir = 1f;
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private float _flipCooldown; // 翻转后短暂冷却,等待 RaySensor2D 刷新到新朝向
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// 缓存:SensorHub 中对应槽位是否已配置(Awake 时查询一次,避免每帧 Dictionary 查找)
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private bool _hasWallSensor;
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@@ -50,14 +35,27 @@ namespace BaseGames.Enemies.AI
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_hasEdgeSensor = _hub != null && _hub.Get(SensorSlotNames.Ledge) != null;
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}
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public override void OnStart() => _enemy?.SetAiPhase(AiPhase.Patrol);
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public override void OnStart()
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{
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_enemy?.SetAiPhase(AiPhase.Patrol);
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// 与敌人实际朝向同步,防止任务重入时 _dir 与朝向不符(如战斗后朝向已改变)
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if (_enemy?.Movement != null)
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_dir = _enemy.Movement.FacingDirection;
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_flipCooldown = 0f;
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}
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public override TaskStatus OnUpdate()
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{
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if (_enemy == null) return TaskStatus.Failure;
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if (ShouldFlip())
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// 翻转冷却期间跳过传感器检测(等待 RaySensor2D 在新朝向完成刷新)
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if (_flipCooldown > 0f)
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_flipCooldown -= Time.deltaTime;
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else if (ShouldFlip())
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{
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_dir = -_dir;
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_flipCooldown = 0.1f; // ~6 帧缓冲(60 fps),防止传感器残留信号导致抖动
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}
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_enemy.MoveInDirection(_dir);
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return TaskStatus.Running;
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@@ -67,27 +65,11 @@ namespace BaseGames.Enemies.AI
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private bool ShouldFlip()
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{
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if (_hub != null)
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{
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// 有传感器配置:用传感器结果,完全跳过 Raycast
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if (_hasWallSensor || _hasEdgeSensor)
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{
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bool wallHit = _hasWallSensor && _hub.HasAnyDetection(SensorSlotNames.WallAhead);
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bool edgeHit = _hasEdgeSensor && _hub.HasAnyDetection(SensorSlotNames.Ledge);
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return wallHit || edgeHit;
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}
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}
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// Raycast 兜底:仅在未配置 Sensor 时执行
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Transform t = _enemy.transform;
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Vector2 pos = t.position;
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Vector2 edgeOrigin = pos + Vector2.right * (_dir * edgeCheckFwdOffset) + Vector2.down * edgeCheckDownOffset;
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bool hasGround = Physics2D.Raycast(edgeOrigin, Vector2.down, edgeCheckLength, groundLayer);
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if (!hasGround) return true;
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bool hitWall = Physics2D.Raycast(pos, Vector2.right * _dir, wallCheckLength, groundLayer);
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return hitWall;
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// 转身进行中时不重复检测,防止 _dir 在转身期间被传感器残留信号反复翻转
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if (_enemy.Movement != null && _enemy.Movement.IsTurning) return false;
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bool wallHit = _hasWallSensor && _hub.HasAnyDetection(SensorSlotNames.WallAhead);
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bool edgeHit = _hasEdgeSensor && _hub.HasAnyDetection(SensorSlotNames.Ledge);
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return wallHit || edgeHit;
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}
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}
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}
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@@ -38,11 +38,22 @@ namespace BaseGames.Enemies.AI
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[Tooltip("每个路点到达后等待时长(s)")]
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[SerializeField] private float m_WaitAtWaypoint = 0f;
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// 首次启动重试间隔:OnStart() 的第一次 RequestCurrent() 可能因 NavAgent 尚未完成
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// UpdateMappedPosition()(脚本执行顺序问题)而静默失败。此值只需大于一帧即可。
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private const float InitialRetryDelay = 0.05f;
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// 正常巡逻中卡住的重试间隔:必须足够长,使任何在途 PB2d 路径请求
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// (Pending → Finished → HandlePathRequest 消费)都已处理完毕,避免竞争覆盖。
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private const float StuckRetryDelay = 0.5f;
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private EnemyBase _enemy;
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private int _index = 0;
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private int _dir = 1;
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private float _waitTimer = 0f;
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private bool _waiting = false;
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private int _index = 0;
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private int _dir = 1;
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private float _waitTimer = 0f;
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private bool _waiting = false;
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private float _stuckTimer = 0f;
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private bool _pathFailed = false;
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private bool _hasMoved = false; // 首次成功开始移动后置 true
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// ── 统一路点访问 ────────────────────────────────────────────────────
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private int WaypointCount =>
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@@ -68,9 +79,19 @@ namespace BaseGames.Enemies.AI
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public override void OnStart()
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{
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if (WaypointCount == 0) return;
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_waiting = false;
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_waitTimer = 0f;
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_waiting = false;
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_waitTimer = 0f;
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_stuckTimer = 0f;
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_pathFailed = false;
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_hasMoved = false;
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_enemy?.SetAiPhase(AiPhase.Patrol);
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if (_enemy?.Nav != null)
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{
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_enemy.Nav.OnGoalReached += HandleGoalReached;
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_enemy.Nav.OnNavPathFailed += HandlePathFailed;
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}
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RequestCurrent();
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}
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@@ -86,38 +107,73 @@ namespace BaseGames.Enemies.AI
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_waiting = false;
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Advance();
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RequestCurrent();
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return TaskStatus.Running;
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}
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else
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{
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Vector2 wp = GetWaypoint(_index);
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float sqrDist = ((Vector2)_enemy.transform.position - wp).sqrMagnitude;
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if (sqrDist <= m_ArriveRadius * m_ArriveRadius)
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// 兜底重试:用时间门控避免与 PB2d 的 Finished-状态路径请求产生竞争。
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// 首次启动前(_hasMoved=false)使用短延迟,处理 NavAgent 位置映射尚未就绪的情况;
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// 正常巡逻中使用长延迟,确保在途路径请求已被 HandlePathRequest 消费完毕。
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if (_enemy.Nav != null)
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{
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if (!_enemy.Nav.IsMoving)
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{
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if (m_WaitAtWaypoint > 0f)
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_stuckTimer += Time.deltaTime;
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float retryDelay = _hasMoved ? StuckRetryDelay : InitialRetryDelay;
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if (_stuckTimer >= retryDelay)
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{
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_waiting = true;
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_waitTimer = m_WaitAtWaypoint;
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_enemy.StopMovement();
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}
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else
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{
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Advance();
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_stuckTimer = 0f;
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_pathFailed = false;
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RequestCurrent();
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}
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}
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else
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{
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_enemy.MoveTo(wp);
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_enemy.Movement?.FaceTarget(wp);
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_hasMoved = true;
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_stuckTimer = 0f;
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}
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}
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return TaskStatus.Running;
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}
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public override void OnEnd() => _enemy?.StopMovement();
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public override void OnEnd()
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{
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if (_enemy?.Nav != null)
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{
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_enemy.Nav.OnGoalReached -= HandleGoalReached;
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_enemy.Nav.OnNavPathFailed -= HandlePathFailed;
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}
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_enemy?.StopMovement();
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}
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// ── 内部辅助 ────────────────────────────────────────────────────────
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private void HandleGoalReached()
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{
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_hasMoved = true;
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_stuckTimer = 0f;
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_pathFailed = false;
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if (m_WaitAtWaypoint > 0f)
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{
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_waiting = true;
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_waitTimer = m_WaitAtWaypoint;
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_enemy?.StopMovement();
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}
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else
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{
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Advance();
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RequestCurrent();
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}
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}
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// 路径失败时不在回调中立即重试——此时 NavAgent.HandlePathRequest 尚未调用
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// currentPathRequest.Reset(),直接提交新请求会被随后的 Reset() 覆盖清除。
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// 改为设置标志,交由 OnUpdate 的计时兜底在下一帧安全重试。
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private void HandlePathFailed()
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{
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_pathFailed = true;
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_stuckTimer = 0f; // 重置计时器,使兜底在 StuckRetryDelay 后触发
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}
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private void RequestCurrent()
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{
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if (WaypointCount == 0) return;
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@@ -54,12 +54,6 @@ namespace BaseGames.Enemies.AI
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// 切换为行走速度
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float walkSpeed = _enemy.Stats?.WalkSpeed ?? 2f;
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_enemy.Nav?.SetSpeed(walkSpeed);
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// 播放行走动画
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var ac = _enemy.AnimConfig;
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if (_enemy.Animancer != null && ac?.Walk != null)
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_enemy.Animancer.Play(ac.Walk);
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_enemy.MoveTo(_enemy.HomePosition);
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}
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@@ -85,8 +79,8 @@ namespace BaseGames.Enemies.AI
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{
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_enemy.Nav.OnGoalReached -= HandleReached;
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_enemy.Nav.OnNavPathFailed -= HandleFailed;
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_subscribed = false;
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}
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_subscribed = false;
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}
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private TaskStatus CompleteReturn()
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@@ -23,12 +23,16 @@ namespace BaseGames.Enemies.AI
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public override void OnAwake() => _enemy = gameObject.GetComponent<EnemyBase>();
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public override void OnStart() => TryWalk();
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public override void OnStart()
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{
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_enemy.SetAiPhase(AiPhase.Patrol);
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TryWalk();
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}
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public override TaskStatus OnUpdate()
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{
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if (_enemy == null) return TaskStatus.Failure;
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if (_enemy.Nav.IsAtDestination()) TryWalk();
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if (_enemy.Nav?.IsAtDestination() ?? true) TryWalk();
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return TaskStatus.Running;
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}
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@@ -37,7 +41,7 @@ namespace BaseGames.Enemies.AI
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private void TryWalk()
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{
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for (int i = 0; i < m_RetryCount; i++)
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if (_enemy.Nav.WalkToRandom()) break;
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if (_enemy.Nav?.WalkToRandom() ?? false) break;
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}
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}
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}
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Reference in New Issue
Block a user