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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@@ -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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