merge: 敌人寻路逼近+攻击选择器(ApproachAttack 交战范式)

寻路逼近(Approach)↔选招攻击(Attack)两态子机,与冲锋(ChaseAbility)并列;
招式自管圆形射程;WeightedRandom/Priority 两选招模式;
EditMode 167/167 + PlayMode 冒烟验证通过。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-24 15:12:42 +08:00
co-authored by Claude Opus 4.8
24 changed files with 588 additions and 27 deletions
@@ -25,6 +25,13 @@ namespace BaseGames.Tests.EditMode.AI
public bool NoAbilityRunning => Running == null;
public bool CanUseAbility(string id) => CanUse;
public void InterruptAbilities() => Running = null;
public bool Eligible; // 测试控制:是否有合格攻击
public bool HasEligibleAttack() => Eligible;
public bool UseBestAttack()
{
if (!Eligible) return false;
Used.Add("best"); Running = "best"; return true;
}
}
public sealed class FakeVitals : IActorVitals
@@ -11,6 +11,7 @@ namespace BaseGames.Tests.EditMode.AI
public bool IsMoving { get; set; }
public void SetMode(LocomotionMode mode) { CurrentMode = mode; Calls.Add("SetMode:" + mode); }
public void Approach(Transform t) { CurrentMode = LocomotionMode.Approach; Calls.Add("Approach"); }
public void Pursue(Vector2 p) { CurrentMode = LocomotionMode.Approach; Calls.Add("Pursue"); }
public void MoveTo(Vector2 p) { Calls.Add("MoveTo"); }
public void Face(Vector2 p) { CurrentMode = LocomotionMode.Face; Calls.Add("Face"); }
public void Stop() { CurrentMode = LocomotionMode.Idle; Calls.Add("Stop"); }
@@ -275,6 +275,115 @@ namespace BaseGames.Tests.EditMode.AI
Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode); // 落地即巡逻移动意图
}
// ── ApproachAttack 交战风格 ───────────────────────────────────────
static AiGraph GraphApproach(string entry = "Idle")
{
var b = new BrainBuilder();
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
{
Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Death = "Death",
Entry = entry, Rest = "Patrol",
IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face,
Engagement = PerceptionStateMachine.EngagementStyle.ApproachAttack,
ApproachState = "Approach", AttackState = "Attack",
});
return b.Build();
}
[Test]
public void Approach_EnteredFromChaseZone_UsesPursue()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true;
rt.Tick(0.1f);
Assert.AreEqual("Approach", rt.CurrentStateName);
CollectionAssert.Contains(ctx.L.Calls, "Pursue");
}
[Test]
public void Approach_ToAttack_WhenEligibleAttack()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
ctx.C.Eligible = true;
rt.Tick(0.1f);
Assert.AreEqual("Attack", rt.CurrentStateName);
CollectionAssert.Contains(ctx.C.Used, "best");
}
[Test]
public void Attack_StopsLocomotion_OnEnter()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
ctx.C.Eligible = true; rt.Tick(0.1f);
CollectionAssert.Contains(ctx.L.Calls, "Stop");
}
[Test]
public void Attack_ToApproach_WhenAttackDone()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
ctx.C.Eligible = true; rt.Tick(0.1f);
Assert.AreEqual("Attack", rt.CurrentStateName);
ctx.C.Running = null;
rt.Tick(0.1f);
Assert.AreEqual("Approach", rt.CurrentStateName);
}
[Test]
public void Approach_ToRest_WhenLeftAllZones()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
ctx.S.Chase = false; ctx.S.Vision = false;
rt.Tick(0.1f);
Assert.AreEqual("Patrol", rt.CurrentStateName);
}
[Test]
public void ApproachAttack_Death_IsGlobal()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
rt.Send(AiSignal.Died); rt.Tick(0.1f);
Assert.AreEqual("Death", rt.CurrentStateName);
}
// 进 Attack 后玩家脱离全部感知区:攻击仍在跑 → 不回 Approach,改判 leftAllZones → Rest(Patrol)。
[Test]
public void Attack_ToRest_WhenLeftAllZones()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f); // → Approach
ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack, Running="best"
Assert.AreEqual("Attack", rt.CurrentStateName);
ctx.S.Chase = false; ctx.S.Vision = false; // 攻击仍 running,但脱离全部感知
rt.Tick(0.1f);
Assert.AreEqual("Patrol", rt.CurrentStateName);
}
// 死亡是全局事件,从 Attack 态也能达 Death。
[Test]
public void ApproachAttack_Death_FromAttack()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f); // → Approach
ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack
Assert.AreEqual("Attack", rt.CurrentStateName);
rt.Send(AiSignal.Died); rt.Tick(0.1f);
Assert.AreEqual("Death", rt.CurrentStateName);
}
// ── 死亡(全局事件,任意态可达)───────────────────────────────────
[Test]
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@@ -0,0 +1,108 @@
using System.Collections.Generic;
using NUnit.Framework;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Tests.EditMode.Enemies
{
public class EnemyAttackSelectorTests
{
sealed class FakeCandidate : IAttackCandidate
{
public bool CanUseV = true, InRange = true, ReqLOS = false, ReqGround = false, Executed;
public float WeightV = 1f;
public int PriorityV = 0;
public bool CanUse => CanUseV;
public bool RequiresLineOfSight => ReqLOS;
public bool RequiresGrounded => ReqGround;
public float Weight => WeightV;
public int Priority => PriorityV;
public bool InAttackRange() => InRange;
public bool Execute() { Executed = true; return true; }
}
static EnemyAttackSelector Sel(params IAttackCandidate[] cs)
=> new EnemyAttackSelector(new List<IAttackCandidate>(cs));
[Test]
public void Empty_NoEligible()
{
var s = Sel();
Assert.IsFalse(s.HasEligible(true, true));
Assert.IsNull(s.Select(true, true, AttackSelectionMode.Priority));
}
[Test]
public void ExcludesOnCooldown()
{
var c = new FakeCandidate { CanUseV = false };
Assert.IsFalse(Sel(c).HasEligible(true, true));
}
[Test]
public void ExcludesOutOfRange()
{
var c = new FakeCandidate { InRange = false };
Assert.IsFalse(Sel(c).HasEligible(true, true));
}
[Test]
public void ExcludesWhenNeedsLOS_ButNoLOS()
{
var c = new FakeCandidate { ReqLOS = true };
Assert.IsFalse(Sel(c).HasEligible(false, true));
Assert.IsTrue (Sel(c).HasEligible(true, true));
}
[Test]
public void ExcludesWhenNeedsGrounded_ButAirborne()
{
var c = new FakeCandidate { ReqGround = true };
Assert.IsFalse(Sel(c).HasEligible(true, false));
Assert.IsTrue (Sel(c).HasEligible(true, true));
}
[Test]
public void Priority_PicksHighest()
{
var lo = new FakeCandidate { PriorityV = 1 };
var hi = new FakeCandidate { PriorityV = 5 };
var pick = Sel(lo, hi).Select(true, true, AttackSelectionMode.Priority);
Assert.AreSame(hi, pick);
}
[Test]
public void Priority_TieTakesFirstInList()
{
var a = new FakeCandidate { PriorityV = 3 };
var b = new FakeCandidate { PriorityV = 3 };
var pick = Sel(a, b).Select(true, true, AttackSelectionMode.Priority);
Assert.AreSame(a, pick);
}
[Test]
public void Priority_SkipsIneligible()
{
var blocked = new FakeCandidate { PriorityV = 9, InRange = false };
var ok = new FakeCandidate { PriorityV = 1 };
var pick = Sel(blocked, ok).Select(true, true, AttackSelectionMode.Priority);
Assert.AreSame(ok, pick);
}
[Test]
public void Weighted_SingleEligible_AlwaysThatOne()
{
var only = new FakeCandidate { WeightV = 2f };
for (int i = 0; i < 20; i++)
Assert.AreSame(only, Sel(only).Select(true, true, AttackSelectionMode.WeightedRandom));
}
[Test]
public void Weighted_NeverPicksIneligible()
{
var bad = new FakeCandidate { WeightV = 100f, InRange = false };
var ok = new FakeCandidate { WeightV = 1f };
for (int i = 0; i < 50; i++)
Assert.AreSame(ok, Sel(bad, ok).Select(true, true, AttackSelectionMode.WeightedRandom));
}
}
}
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@@ -8,5 +8,11 @@ namespace BaseGames.AI
bool NoAbilityRunning { get; }
bool CanUseAbility(string abilityId);
void InterruptAbilities(); // 中断当前所有能力(如退出追击时停追击能力)
/// <summary>攻击选择器中是否有"够得着且未冷却"的招(供 Approach→Attack 转换)。</summary>
bool HasEligibleAttack();
/// <summary>按敌人配置的选招模式选一个攻击并触发;返回是否成功触发。</summary>
bool UseBestAttack();
}
}
@@ -16,6 +16,7 @@ namespace BaseGames.AI
{
void SetMode(LocomotionMode mode); // Idle(停) / Patrol(按配置策略游走)
void Approach(Transform target); // 持续跟随,派生 RunSpeed
void Pursue(Vector2 target); // 寻路逼近(RunSpeed):每帧朝 target 重寻路(底层防抖)
void MoveTo(Vector2 point); // 一次性目标点
void Face(Vector2 lookAt); // 停 + 朝向
void Stop();
@@ -26,15 +26,14 @@ namespace BaseGames.Enemies
/// <summary>每帧由 EnemyAiBrain 在 Tick 之前调用,维护最后已知位置与丢失计时(供需要的敌人用)。</summary>
public void Refresh(float dt)
{
if (InVisionZone() && _enemy.PlayerTransform != null)
{
bool vision = InVisionZone();
// 追逐区(aggro)或视野内都刷新最后已知位置:Approach 逼近态仅由 aggro 门控进入,
// 若只在视野时刷新,aggro 先于视野命中时 Pursue 会拿到 zero/过期点而扑向错误位置。
if ((vision || InChaseZone()) && _enemy.PlayerTransform != null)
_lastKnown = _enemy.PlayerTransform.position;
_lostTimer = 0f;
}
else
{
_lostTimer += dt;
}
// 丢失计时仍以视野为准(LostFor 语义=脱离视野的时长,不受 aggro 影响)。
if (vision) _lostTimer = 0f;
else _lostTimer += dt;
}
/// <summary>对象池复用时清空临时态。</summary>
@@ -82,6 +81,25 @@ namespace BaseGames.Enemies
public void InterruptAbilities()
=> _enemy.Abilities?.InterruptAll(Abilities.InterruptReason.ExternalRequest);
public bool HasEligibleAttack()
{
var sel = _enemy.AttackSelector;
if (sel == null) return false;
return sel.HasEligible(_enemy.IsPlayerVisible(), _enemy.Movement != null && _enemy.Movement.IsGrounded);
}
public bool UseBestAttack()
{
var sel = _enemy.AttackSelector;
if (sel == null) return false;
var mode = _enemy.StatsSO != null
? _enemy.StatsSO.attackSelectionMode
: Abilities.AttackSelectionMode.WeightedRandom;
bool grounded = _enemy.Movement != null && _enemy.Movement.IsGrounded;
var pick = sel.Select(_enemy.IsPlayerVisible(), grounded, mode);
return pick != null && pick.Execute();
}
// ---- IActorVitals ----
public bool IsAlive => _enemy.IsAlive;
public bool IsControllable => _enemy.CurrentState == EnemyStateType.Controlled;
@@ -11,9 +11,15 @@ namespace BaseGames.Enemies
/// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉(朝向玩家)。
/// 追击: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。
/// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发。
/// 交战风格(Engagement):默认 ChaseAbility=单一冲锋能力节点;
/// ApproachAttack=把追击换成 Approach(寻路逼近)↔Attack(到射程选招攻击、攻击时停逼近) 两态子机,
/// 打完回逼近重判、脱离全部感知区→R。
/// </summary>
public static class PerceptionStateMachine
{
/// <summary>交战风格:单一冲锋能力,或"寻路逼近 + 选招攻击"两态子机。</summary>
public enum EngagementStyle { ChaseAbility, ApproachAttack }
public sealed class Config
{
public string Idle = "Idle";
@@ -34,6 +40,11 @@ namespace BaseGames.Enemies
// 追击=带冷却的冲刺能力时开启(opt-in):冲刺打完→巡逻(CD 期),冷却结束且仍在追逐区→再冲刺。
// 由冷却门控 Patrol→Chase,避免"CD 期在追逐区每帧 Chase↔Patrol 来回抖"。
public bool PatrolBetweenChases = false;
// 交战风格(默认冲锋能力,保持现状);ApproachAttack 时启用 Approach↔Attack 两态子机。
public EngagementStyle Engagement = EngagementStyle.ChaseAbility;
public string ApproachState = "Approach";
public string AttackState = "Attack";
}
public static void Add(BrainBuilder b, Config c)
@@ -42,35 +53,66 @@ namespace BaseGames.Enemies
b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先)
// 进追击的条件:默认"在追逐区"。PatrolBetweenChases 时加冷却门——CD 中不回追击,
// 使 Chase(冲刺)→Patrol(CD 巡逻)→Chase 循环不抖动。
// 使 Chase(冲刺)→Patrol(CD 巡逻)→Chase 循环不抖动。冷却门仅在冲锋能力风格下生效。
string chaseId = c.ChaseAbilityId;
System.Func<IAiContext, bool> canChase = c.PatrolBetweenChases
? (x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId))
: (x => x.Sensor.InChaseZone());
string chaseLabel = c.PatrolBetweenChases ? "InChaseZone+offCD" : "InChaseZone";
System.Func<IAiContext, bool> canChase;
string chaseLabel;
if (c.Engagement == EngagementStyle.ChaseAbility && c.PatrolBetweenChases)
{
canChase = x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId);
chaseLabel = "InChaseZone+offCD";
}
else
{
canChase = x => x.Sensor.InChaseZone();
chaseLabel = "InChaseZone";
}
// 交战入口态:冲锋风格=Chase;逼近风格=Approach
string combatEntry = c.Engagement == EngagementStyle.ApproachAttack ? c.ApproachState : c.Chase;
// 待机 / 巡逻:未发现态,升级转换相同(追逐优先、其次警觉)
AddLocomotionState(b, c.Idle, c.IdleMode)
.To(c.Chase).When(canChase, chaseLabel)
.To(combatEntry).When(canChase, chaseLabel)
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
AddLocomotionState(b, c.Patrol, c.PatrolMode)
.To(c.Chase).When(canChase, chaseLabel)
.To(combatEntry).When(canChase, chaseLabel)
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
// 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内保持(朝向玩家)
AddLocomotionState(b, c.Alert, c.AlertMode)
.To(c.Chase).When(canChase, chaseLabel)
.To(combatEntry).When(canChase, chaseLabel)
.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
// 追击退出:
// PatrolBetweenChases: 冲刺打完(能力结束)→R(CD 期巡逻);committed 冲锋不被感知丢失中途打断,
// 是否再冲刺交由 Patrol 侧冷却门控。
// 默认: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。
var chase = AddAbilityState(b, c.Chase, chaseId);
if (c.PatrolBetweenChases)
chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD");
if (c.Engagement == EngagementStyle.ApproachAttack)
{
// Approach:寻路逼近;有招够得着→Attack;脱离全部感知→R
b.State(c.ApproachState)
.OnEnter(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
.Tick(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
.OnExit(x => x.Locomotion.Stop())
.To(c.AttackState).When(x => x.Combat.HasEligibleAttack(), "attackInRange")
.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
// Attack:停逼近 + 选招攻击;打完回 Approach;脱离感知→R
b.State(c.AttackState)
.OnEnter(x => { x.Locomotion.Stop(); x.Combat.UseBestAttack(); })
.OnExit(x => x.Combat.InterruptAbilities())
.To(c.ApproachState).When(x => !x.Combat.IsAbilityRunning(), "attackDone")
.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
}
else
chase.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
{
// 追击退出:
// PatrolBetweenChases: 冲刺打完(能力结束)→R(CD 期巡逻);committed 冲锋不被感知丢失中途打断,
// 是否再冲刺交由 Patrol 侧冷却门控。
// 默认: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。
var chase = AddAbilityState(b, c.Chase, chaseId);
if (c.PatrolBetweenChases)
chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD");
else
chase.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
}
// 死亡:终态(无转出);死亡演出走物理状态机
AddAbilityState(b, c.Death, c.DeathAbilityId);
@@ -0,0 +1,11 @@
namespace BaseGames.Enemies.Abilities
{
/// <summary>能力调度分类:攻击选择器只从 <see cref="Attack"/> 类里选招。</summary>
public enum AbilityCategory
{
None, // 未分类(默认,不参与选招)
Attack, // 攻击招式(选择器候选)
Movement, // 位移/机动
Utility // 辅助/增益
}
}
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@@ -0,0 +1,9 @@
namespace BaseGames.Enemies.Abilities
{
/// <summary>多攻击选招策略。</summary>
public enum AttackSelectionMode
{
WeightedRandom, // 合格集内按 weight 加权随机
Priority // 合格集内取 priority 最高(并列取首个)
}
}
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@@ -16,7 +16,7 @@ namespace BaseGames.Enemies.Abilities
/// - 受击/死亡时由 <see cref="EnemyBase"/> 调用 <see cref="Interrupt"/>。
/// </summary>
[DisallowMultipleComponent]
public abstract class EnemyAbilityBase : MonoBehaviour
public abstract class EnemyAbilityBase : MonoBehaviour, IAttackCandidate
{
[Header("配置 SO")]
[SerializeField] protected EnemyAbilitySO _config;
@@ -43,6 +43,24 @@ namespace BaseGames.Enemies.Abilities
/// <summary>BD 任务统一查询入口:当前是否可用(冷却完毕且未执行中)。</summary>
public virtual bool CanUse => !_isRunning && !IsOnCooldown && _enemy != null && _enemy.IsAlive;
// ── IAttackCandidate(供 EnemyAttackSelector 选招)──────────────────
public bool RequiresLineOfSight => _config != null && _config.requiresLineOfSight;
public bool RequiresGrounded => _config != null && _config.requiresGrounded;
public float Weight => _config != null ? _config.weight : 0f;
public int Priority => _config != null ? _config.priority : 0;
/// <summary>本招圆形攻击范围内是否有玩家(招式自管其射程;LOS 复用敌人级 IsPlayerVisible)。</summary>
public virtual bool InAttackRange()
{
if (_config == null || _config.rangeRadius <= 0f
|| _enemy == null || _enemy.PlayerTransform == null) return false;
float sign = _transform.localScale.x < 0f ? -1f : 1f;
Vector2 origin = (Vector2)_transform.position
+ new Vector2(_config.rangeOffset.x * sign, _config.rangeOffset.y);
float r = _config.rangeRadius;
return ((Vector2)_enemy.PlayerTransform.position - origin).sqrMagnitude <= r * r;
}
protected virtual void Awake()
{
_enemy = GetComponentInParent<EnemyBase>();
@@ -164,6 +182,20 @@ namespace BaseGames.Enemies.Abilities
$"实际 = {(_config != null ? _config.GetType().Name : "null")}。请重建为正确的子类 SO。", this);
return null;
}
#if UNITY_EDITOR
/// <summary>选中时绘制攻击射程范围(编辑器可视化辅助,不影响运行时)。</summary>
private void OnDrawGizmosSelected()
{
if (_config == null || _config.category != AbilityCategory.Attack || _config.rangeRadius <= 0f) return;
float sign = transform.localScale.x < 0f ? -1f : 1f;
Vector3 origin = transform.position
+ new Vector3(_config.rangeOffset.x * sign, _config.rangeOffset.y, 0f);
UnityEditor.Handles.color = new Color(1f, 0.4f, 0.2f, 0.9f);
UnityEditor.Handles.DrawWireDisc(origin, Vector3.forward, _config.rangeRadius);
UnityEditor.Handles.Label(origin, $"{_config.abilityId} range");
}
#endif
}
/// <summary>WaitForSeconds 池(架构 §10 GC 优化)。能力协程统一通过此获取等待指令。</summary>
@@ -1,4 +1,6 @@
using System.Collections.Generic;
using UnityEngine;
using BaseGames.Core;
namespace BaseGames.Enemies.Abilities
{
@@ -8,7 +10,7 @@ namespace BaseGames.Enemies.Abilities
/// 由对应 EnemyAbilityBase 子类组件读取并执行。
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/Enemies/Enemy Ability", fileName = "EAB_")]
public class EnemyAbilitySO : ScriptableObject
public class EnemyAbilitySO : ScriptableObject, IValidatable
{
[Header("标识")]
[Tooltip("BD 任务通过此 Id 调用能力(如 \"melee_combo\" / \"blink_strike\"")]
@@ -42,5 +44,25 @@ namespace BaseGames.Enemies.Abilities
public string exclusionGroup = "";
[Tooltip("AI 调度优先级(值越高越优先被选择,冷却就绪时对比)")]
[Min(0)] public int priority = 0;
[Header("选招(攻击选择器用)")]
[Tooltip("能力调度分类;攻击选择器只从 Attack 类里选招")]
public AbilityCategory category = AbilityCategory.None;
[Tooltip("WeightedRandom 模式下的相对权重(越大越易被选)")]
[Min(0f)] public float weight = 1f;
[Header("攻击触发范围(招式自管,圆形)")]
[Tooltip("触发半径(m)category==Attack 时必须 > 0,否则永远够不着(Awake 报错)")]
[Min(0f)] public float rangeRadius = 0f;
[Tooltip("范围圆心相对敌人的偏移(m),X 随朝向翻转")]
public Vector2 rangeOffset = Vector2.zero;
/// <summary>SOValidationRunner 自动扫描调用:校验 Attack 类招式必须配置有效射程。</summary>
public IEnumerable<ValidationResult> Validate()
{
if (category == AbilityCategory.Attack && rangeRadius <= 0f)
yield return ValidationResult.Error(
$"能力 \"{abilityId}\" category=Attack 但 rangeRadius<=0,攻击选择器永远选不中该招式,请补齐 rangeRadius。");
}
}
}
@@ -0,0 +1,68 @@
using System.Collections.Generic;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 多攻击选招器:从候选(category==Attack)里按"射程 + 冷却 + LOS + 着地"过滤,
/// 再按 <see cref="AttackSelectionMode"/> 选一个。纯逻辑、无 MonoBehaviour 依赖,可单测。
/// </summary>
public sealed class EnemyAttackSelector
{
private readonly List<IAttackCandidate> _candidates;
public EnemyAttackSelector(IEnumerable<IAttackCandidate> candidates)
=> _candidates = new List<IAttackCandidate>(candidates);
public int Count => _candidates.Count;
private static bool Eligible(IAttackCandidate c, bool hasLOS, bool grounded)
=> c != null && c.CanUse && c.InAttackRange()
&& (!c.RequiresLineOfSight || hasLOS)
&& (!c.RequiresGrounded || grounded);
public bool HasEligible(bool hasLOS, bool grounded)
{
for (int i = 0; i < _candidates.Count; i++)
if (Eligible(_candidates[i], hasLOS, grounded)) return true;
return false;
}
public IAttackCandidate Select(bool hasLOS, bool grounded, AttackSelectionMode mode)
=> mode == AttackSelectionMode.Priority
? SelectByPriority(hasLOS, grounded)
: SelectByWeight(hasLOS, grounded);
private IAttackCandidate SelectByPriority(bool hasLOS, bool grounded)
{
IAttackCandidate best = null;
for (int i = 0; i < _candidates.Count; i++)
{
var c = _candidates[i];
if (!Eligible(c, hasLOS, grounded)) continue;
if (best == null || c.Priority > best.Priority) best = c; // 并列取首个
}
return best;
}
private IAttackCandidate SelectByWeight(bool hasLOS, bool grounded)
{
float total = 0f;
for (int i = 0; i < _candidates.Count; i++)
{
var c = _candidates[i];
if (Eligible(c, hasLOS, grounded)) total += Mathf.Max(0f, c.Weight);
}
if (total <= 0f) return SelectByPriority(hasLOS, grounded); // 权重全 0 → 退化为按 Priority 选(并列取首个)
float roll = Random.value * total;
for (int i = 0; i < _candidates.Count; i++)
{
var c = _candidates[i];
if (!Eligible(c, hasLOS, grounded)) continue;
roll -= Mathf.Max(0f, c.Weight);
if (roll <= 0f) return c;
}
return null; // 理论不达(浮点边界兜底)
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9ee7c2be22a1ff548b0bb0e7e8e7a3ca
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,17 @@
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 攻击选择器的候选契约。攻击类 <see cref="EnemyAbilityBase"/> 实现之;
/// 抽象出来使 <see cref="EnemyAttackSelector"/> 可脱离 MonoBehaviour 单测。
/// </summary>
public interface IAttackCandidate
{
bool CanUse { get; } // 未冷却 + 未运行 + 存活
bool RequiresLineOfSight { get; } // 是否需要视线(由敌人级 LOS 提供)
bool RequiresGrounded { get; } // 是否需要着地
float Weight { get; } // WeightedRandom 权重
int Priority { get; } // Priority 优先级
bool InAttackRange(); // 招式自管圆形射程内是否有玩家
bool Execute(); // 触发本招
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8627938e5d8ca4440b1c8e52700b1b0b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -68,7 +68,9 @@ namespace BaseGames.Enemies.Abilities
Phase = AbilityRunState.Active;
float duration = atk.fallbackDuration;
if (atk.clip != null && _animancer != null)
// clip 是 ClipTransition(包装对象,恒非 null);须判其内部 .Clip 是否为空——
// 为空表示本段无动画,按 EnemyAttackSO 契约走 fallbackDuration,不可 Play(否则 Animancer 抛 Clip is null)。
if (atk.clip != null && atk.clip.Clip != null && _animancer != null)
{
var state = _animancer.Play(atk.clip);
if (state != null && state.Length > 0f) duration = state.Length;
+28
View File
@@ -221,6 +221,9 @@ namespace BaseGames.Enemies
/// <summary>能力注册表(架构 §8.3)。Awake 时自动收集所有 EnemyAbilityBase 组件。</summary>
public EnemyAbilityRegistry Abilities => _abilities;
private readonly EnemyAbilityRegistry _abilities = new EnemyAbilityRegistry();
/// <summary>攻击选择器(从已注册能力里筛出 category==Attack 的候选,Awake 时构建)。</summary>
public Abilities.EnemyAttackSelector AttackSelector => _attackSelector;
private Abilities.EnemyAttackSelector _attackSelector;
/// <summary>由 _onPlayerSpawned 事件缓存的玩家 Transform,供 BD 任务读取。</summary>
public Transform PlayerTransform => _playerTransform;
/// <summary>感知 Hub;供 BD 任务及 QuotaManager 暂停/恢复感知使用。</summary>
@@ -537,6 +540,7 @@ namespace BaseGames.Enemies
_pooledObject = GetComponent<PooledObject>();
_brain = GetComponent<EnemyAiBrain>();
_abilities.CollectFrom(gameObject);
BuildAttackSelector();
_colliders = GetComponentsInChildren<Collider2D>(true);
// 收集配置型行为模块(零代码扩展点)
@@ -552,6 +556,30 @@ namespace BaseGames.Enemies
// 订阅在 OnEnable 中处理
}
/// <summary>
/// 从已注册能力里收集 category==Attack 的候选,构建攻击选择器。
/// 根因校验:攻击招 rangeRadius<=0(永远够不着)显式报错,不静默兜底。
/// </summary>
private void BuildAttackSelector()
{
var candidates = new System.Collections.Generic.List<Abilities.IAttackCandidate>();
var all = _abilities?.All;
if (all != null)
{
for (int i = 0; i < all.Count; i++)
{
var ab = all[i];
if (ab == null || ab.Config == null) continue;
if (ab.Config.category != BaseGames.Enemies.Abilities.AbilityCategory.Attack) continue;
if (ab.Config.rangeRadius <= 0f)
Debug.LogError($"[EnemyBase] 攻击招 '{ab.Config.abilityId}' 的 rangeRadius<=0" +
"永远够不着玩家。请在其 EnemyAbilitySO 上配置攻击触发半径。", ab);
candidates.Add(ab);
}
}
_attackSelector = new Abilities.EnemyAttackSelector(candidates);
}
protected virtual void Update()
{
_stats?.TickAttackCooldown(Time.deltaTime);
@@ -39,6 +39,11 @@ namespace BaseGames.Enemies
[Header("战斗")]
[Min(0f)] public float AttackCooldown = 1f;
[Header("攻击选招策略")]
[Tooltip("到攻击范围内如何从多个候选招里选一个")]
public BaseGames.Enemies.Abilities.AttackSelectionMode attackSelectionMode
= BaseGames.Enemies.Abilities.AttackSelectionMode.WeightedRandom;
[Header("追击 & AI 阶段")]
[Tooltip("是否有警觉状态:勾选=未发现态进入视野先进警觉(朝向+警觉动画)再追击;不勾选=进入追逐感知直接追击")]
public bool HasAlertState = true;
@@ -84,6 +84,18 @@ namespace BaseGames.Enemies
_enemy?.MoveTo(point);
}
/// <summary>
/// 寻路逼近:设 Approach 模式 + RunSpeed,每帧朝 target 发一次寻路请求(底层 Nav 自带防抖/受阻/NavLink)。
/// 与一次性 <see cref="MoveTo"/> 的区别:设跑速、语义为"持续追向移动目标"。供 AI 追击态每帧调用。
/// </summary>
public void Pursue(Vector2 target)
{
_mode = LocomotionMode.Approach;
_approachTarget = null;
if (_enemy?.Stats != null) _enemy.Nav?.SetSpeed(_enemy.Stats.RunSpeed);
_enemy?.MoveTo(target);
}
public void Face(Vector2 lookAt)
{
_mode = LocomotionMode.Face;