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

@@ -54,13 +54,6 @@ namespace BaseGames.Enemies.AI
_stepsRemaining = m_RandomStepCount;
_pathFailed = false;
var ac = _enemy.AnimConfig;
if (_enemy.Animancer != null)
{
var clip = ac?.Investigate ?? ac?.Walk;
if (clip != null) _enemy.Animancer.Play(clip);
}
if (!_subscribed && _enemy.Nav != null)
{
_enemy.Nav.OnNavPathFailed += HandlePathFailed;
@@ -88,10 +81,8 @@ namespace BaseGames.Enemies.AI
public override void OnEnd()
{
if (_subscribed && _enemy?.Nav != null)
{
_enemy.Nav.OnNavPathFailed -= HandlePathFailed;
_subscribed = false;
}
_subscribed = false;
_enemy?.StopMovement();
}
@@ -147,13 +138,7 @@ namespace BaseGames.Enemies.AI
{
_step = InvestigateSubStep.LookAround;
_stepTimer = 0f;
var ac = _enemy.AnimConfig;
if (_enemy.Animancer != null)
{
var clip = ac?.Investigate ?? ac?.Idle;
if (clip != null) _enemy.Animancer.Play(clip);
}
_enemy.BeginLookAround();
}
private void EnterRandomWalk()
@@ -169,13 +154,6 @@ namespace BaseGames.Enemies.AI
_randomTarget = new Vector2(origin.x + dir * dist, origin.y);
_enemy.MoveTo(_randomTarget);
var ac = _enemy.AnimConfig;
if (_enemy.Animancer != null)
{
var clip = ac?.Walk;
if (clip != null) _enemy.Animancer.Play(clip);
}
}
private void HandlePathFailed() => _pathFailed = true;

View File

@@ -63,7 +63,7 @@ namespace BaseGames.Enemies.AI
Vector2 toPlayer = ((Vector2)_enemy.PlayerTransform.position - (Vector2)_enemy.transform.position).normalized;
float backDir = -Mathf.Sign(toPlayer.x);
float speed = m_BackpedaleSpeed > 0f ? m_BackpedaleSpeed : _enemy.Stats.WalkSpeed;
_enemy.Movement?.MoveWithSpeed(backDir, speed);
_enemy.MoveInDirectionWithSpeed(backDir, speed);
}
else if (sqrDist > _sqrMax)
{
@@ -79,8 +79,7 @@ namespace BaseGames.Enemies.AI
else
{
// 在最优范围内 → 停止导航,原地保持朝向
_enemy.Nav?.StopNavigation();
_enemy.Movement?.StopHorizontal();
_enemy.StopMovement();
}
return TaskStatus.Running;
@@ -88,8 +87,7 @@ namespace BaseGames.Enemies.AI
public override void OnEnd()
{
_enemy?.Movement?.StopHorizontal();
_enemy?.Nav?.StopNavigation();
_enemy?.StopMovement();
}
}
}

View File

@@ -19,6 +19,11 @@ namespace BaseGames.Enemies.AI
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override void OnStart()
{
_enemy.SetAiPhase(AiPhase.Chase);
}
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;

View File

@@ -9,34 +9,19 @@ namespace BaseGames.Enemies.AI
{
/// <summary>
/// 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。
/// 转向检测依赖 EnemySensorHub 的 "wall_ahead" / "ledge" 槽SensorToolkit
///
/// 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)。
///
/// 转向检测优先级:
/// <list type="number">
/// <item>EnemySensorHub "wall_ahead" / "ledge" 槽SensorToolkit已配置时使用</item>
/// <item>Physics2D Raycast 兜底Prefab 未配置 Sensor 时自动启用)</item>
/// </list>
/// </summary>
[TaskName("Patrol (Pace)")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("来回踱步巡逻:遇墙或悬崖自动翻转方向(SensorToolkit 优先")]
[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")]
public class BD_Patrol : Action
{
[Tooltip("兜底检测地面边缘的向下射线长度m")]
public float edgeCheckLength = 1.2f;
[Tooltip("兜底检测障碍物的水平射线长度m")]
public float wallCheckLength = 0.4f;
[Tooltip("兜底边缘检测射线起点相对角色的前向偏移m")]
public float edgeCheckFwdOffset = 0.3f;
[Tooltip("兜底边缘检测射线起点相对角色的向下偏移m")]
public float edgeCheckDownOffset = 0.1f;
[Tooltip("(兜底)地面/墙壁 LayerMask")]
public LayerMask groundLayer;
private EnemyBase _enemy;
private EnemySensorHub _hub;
private float _dir = 1f;
private float _flipCooldown; // 翻转后短暂冷却,等待 RaySensor2D 刷新到新朝向
// 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)
private bool _hasWallSensor;
@@ -50,14 +35,27 @@ namespace BaseGames.Enemies.AI
_hasEdgeSensor = _hub != null && _hub.Get(SensorSlotNames.Ledge) != null;
}
public override void OnStart() => _enemy?.SetAiPhase(AiPhase.Patrol);
public override void OnStart()
{
_enemy?.SetAiPhase(AiPhase.Patrol);
// 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)
if (_enemy?.Movement != null)
_dir = _enemy.Movement.FacingDirection;
_flipCooldown = 0f;
}
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (ShouldFlip())
// 翻转冷却期间跳过传感器检测(等待 RaySensor2D 在新朝向完成刷新)
if (_flipCooldown > 0f)
_flipCooldown -= Time.deltaTime;
else if (ShouldFlip())
{
_dir = -_dir;
_flipCooldown = 0.1f; // ~6 帧缓冲60 fps防止传感器残留信号导致抖动
}
_enemy.MoveInDirection(_dir);
return TaskStatus.Running;
@@ -67,27 +65,11 @@ namespace BaseGames.Enemies.AI
private bool ShouldFlip()
{
if (_hub != null)
{
// 有传感器配置:用传感器结果,完全跳过 Raycast
if (_hasWallSensor || _hasEdgeSensor)
{
bool wallHit = _hasWallSensor && _hub.HasAnyDetection(SensorSlotNames.WallAhead);
bool edgeHit = _hasEdgeSensor && _hub.HasAnyDetection(SensorSlotNames.Ledge);
return wallHit || edgeHit;
}
}
// Raycast 兜底:仅在未配置 Sensor 时执行
Transform t = _enemy.transform;
Vector2 pos = t.position;
Vector2 edgeOrigin = pos + Vector2.right * (_dir * edgeCheckFwdOffset) + Vector2.down * edgeCheckDownOffset;
bool hasGround = Physics2D.Raycast(edgeOrigin, Vector2.down, edgeCheckLength, groundLayer);
if (!hasGround) return true;
bool hitWall = Physics2D.Raycast(pos, Vector2.right * _dir, wallCheckLength, groundLayer);
return hitWall;
// 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
if (_enemy.Movement != null && _enemy.Movement.IsTurning) return false;
bool wallHit = _hasWallSensor && _hub.HasAnyDetection(SensorSlotNames.WallAhead);
bool edgeHit = _hasEdgeSensor && _hub.HasAnyDetection(SensorSlotNames.Ledge);
return wallHit || edgeHit;
}
}
}

View File

@@ -38,11 +38,22 @@ namespace BaseGames.Enemies.AI
[Tooltip("每个路点到达后等待时长s")]
[SerializeField] private float m_WaitAtWaypoint = 0f;
// 首次启动重试间隔OnStart() 的第一次 RequestCurrent() 可能因 NavAgent 尚未完成
// UpdateMappedPosition()(脚本执行顺序问题)而静默失败。此值只需大于一帧即可。
private const float InitialRetryDelay = 0.05f;
// 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
// Pending → Finished → HandlePathRequest 消费)都已处理完毕,避免竞争覆盖。
private const float StuckRetryDelay = 0.5f;
private EnemyBase _enemy;
private int _index = 0;
private int _dir = 1;
private float _waitTimer = 0f;
private bool _waiting = false;
private int _index = 0;
private int _dir = 1;
private float _waitTimer = 0f;
private bool _waiting = false;
private float _stuckTimer = 0f;
private bool _pathFailed = false;
private bool _hasMoved = false; // 首次成功开始移动后置 true
// ── 统一路点访问 ────────────────────────────────────────────────────
private int WaypointCount =>
@@ -68,9 +79,19 @@ namespace BaseGames.Enemies.AI
public override void OnStart()
{
if (WaypointCount == 0) return;
_waiting = false;
_waitTimer = 0f;
_waiting = false;
_waitTimer = 0f;
_stuckTimer = 0f;
_pathFailed = false;
_hasMoved = false;
_enemy?.SetAiPhase(AiPhase.Patrol);
if (_enemy?.Nav != null)
{
_enemy.Nav.OnGoalReached += HandleGoalReached;
_enemy.Nav.OnNavPathFailed += HandlePathFailed;
}
RequestCurrent();
}
@@ -86,38 +107,73 @@ namespace BaseGames.Enemies.AI
_waiting = false;
Advance();
RequestCurrent();
return TaskStatus.Running;
}
else
{
Vector2 wp = GetWaypoint(_index);
float sqrDist = ((Vector2)_enemy.transform.position - wp).sqrMagnitude;
if (sqrDist <= m_ArriveRadius * m_ArriveRadius)
// 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。
// 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;
// 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。
if (_enemy.Nav != null)
{
if (!_enemy.Nav.IsMoving)
{
if (m_WaitAtWaypoint > 0f)
_stuckTimer += Time.deltaTime;
float retryDelay = _hasMoved ? StuckRetryDelay : InitialRetryDelay;
if (_stuckTimer >= retryDelay)
{
_waiting = true;
_waitTimer = m_WaitAtWaypoint;
_enemy.StopMovement();
}
else
{
Advance();
_stuckTimer = 0f;
_pathFailed = false;
RequestCurrent();
}
}
else
{
_enemy.MoveTo(wp);
_enemy.Movement?.FaceTarget(wp);
_hasMoved = true;
_stuckTimer = 0f;
}
}
return TaskStatus.Running;
}
public override void OnEnd() => _enemy?.StopMovement();
public override void OnEnd()
{
if (_enemy?.Nav != null)
{
_enemy.Nav.OnGoalReached -= HandleGoalReached;
_enemy.Nav.OnNavPathFailed -= HandlePathFailed;
}
_enemy?.StopMovement();
}
// ── 内部辅助 ────────────────────────────────────────────────────────
private void HandleGoalReached()
{
_hasMoved = true;
_stuckTimer = 0f;
_pathFailed = false;
if (m_WaitAtWaypoint > 0f)
{
_waiting = true;
_waitTimer = m_WaitAtWaypoint;
_enemy?.StopMovement();
}
else
{
Advance();
RequestCurrent();
}
}
// 路径失败时不在回调中立即重试——此时 NavAgent.HandlePathRequest 尚未调用
// currentPathRequest.Reset(),直接提交新请求会被随后的 Reset() 覆盖清除。
// 改为设置标志,交由 OnUpdate 的计时兜底在下一帧安全重试。
private void HandlePathFailed()
{
_pathFailed = true;
_stuckTimer = 0f; // 重置计时器,使兜底在 StuckRetryDelay 后触发
}
private void RequestCurrent()
{
if (WaypointCount == 0) return;

View File

@@ -54,12 +54,6 @@ namespace BaseGames.Enemies.AI
// 切换为行走速度
float walkSpeed = _enemy.Stats?.WalkSpeed ?? 2f;
_enemy.Nav?.SetSpeed(walkSpeed);
// 播放行走动画
var ac = _enemy.AnimConfig;
if (_enemy.Animancer != null && ac?.Walk != null)
_enemy.Animancer.Play(ac.Walk);
_enemy.MoveTo(_enemy.HomePosition);
}
@@ -85,8 +79,8 @@ namespace BaseGames.Enemies.AI
{
_enemy.Nav.OnGoalReached -= HandleReached;
_enemy.Nav.OnNavPathFailed -= HandleFailed;
_subscribed = false;
}
_subscribed = false;
}
private TaskStatus CompleteReturn()

View File

@@ -23,12 +23,16 @@ namespace BaseGames.Enemies.AI
public override void OnAwake() => _enemy = gameObject.GetComponent<EnemyBase>();
public override void OnStart() => TryWalk();
public override void OnStart()
{
_enemy.SetAiPhase(AiPhase.Patrol);
TryWalk();
}
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (_enemy.Nav.IsAtDestination()) TryWalk();
if (_enemy.Nav?.IsAtDestination() ?? true) TryWalk();
return TaskStatus.Running;
}
@@ -37,7 +41,7 @@ namespace BaseGames.Enemies.AI
private void TryWalk()
{
for (int i = 0; i < m_RetryCount; i++)
if (_enemy.Nav.WalkToRandom()) break;
if (_enemy.Nav?.WalkToRandom() ?? false) break;
}
}
}