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

@@ -149,15 +149,11 @@ namespace BaseGames.Enemies.Abilities
protected virtual void OnInterrupted(InterruptReason reason) { }
/// <summary>子类辅助:朝向目标。</summary>
/// <summary>子类辅助:朝向目标。委托给 EnemyMovement.FaceTarget 以保持转身动画系统一致。</summary>
protected void FaceTarget(Transform target)
{
if (target == null || _enemy == null) return;
float dx = target.position.x - _transform.position.x;
if (Mathf.Abs(dx) < 0.001f) return;
var s = _transform.localScale;
s.x = Mathf.Abs(s.x) * Mathf.Sign(dx);
_transform.localScale = s;
if (target == null || _enemy?.Movement == null) return;
_enemy.Movement.FaceTarget(target.position);
}
}