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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@@ -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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