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

@@ -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();
}
}
}