diff --git a/Assets/_Game/Data/Events/Boss/EVT_BossSkill.asset b/Assets/_Game/Data/Events/Boss/EVT_BossSkill.asset
deleted file mode 100644
index 9b19d35e..00000000
--- a/Assets/_Game/Data/Events/Boss/EVT_BossSkill.asset
+++ /dev/null
@@ -1,15 +0,0 @@
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-%TAG !u! tag:unity3d.com,2011:
---- !u!114 &11400000
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- m_Enabled: 1
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- m_Script: {fileID: 11500000, guid: 8230eab2acba8c24499b2d20df81adb7, type: 3}
- m_Name: EVT_BossSkill
- m_EditorClassIdentifier:
- description:
diff --git a/Assets/_Game/Data/Events/Boss/EVT_BossSkill.asset.meta b/Assets/_Game/Data/Events/Boss/EVT_BossSkill.asset.meta
deleted file mode 100644
index a13164da..00000000
--- a/Assets/_Game/Data/Events/Boss/EVT_BossSkill.asset.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/_Game/Scripts/Core/Events/BossEvents.cs b/Assets/_Game/Scripts/Core/Events/BossEvents.cs
index 589e79af..929d78b0 100644
--- a/Assets/_Game/Scripts/Core/Events/BossEvents.cs
+++ b/Assets/_Game/Scripts/Core/Events/BossEvents.cs
@@ -1,15 +1,5 @@
namespace BaseGames.Core.Events
{
- ///
- /// Boss 技能事件负载。
- ///
- [System.Serializable]
- public struct BossSkillEvent
- {
- public string BossId;
- public string SkillId;
- }
-
///
/// Boss 阶段切换事件负载。
///
diff --git a/Assets/_Game/Scripts/Core/Events/BossSkillEventChannelSO.cs b/Assets/_Game/Scripts/Core/Events/BossSkillEventChannelSO.cs
deleted file mode 100644
index 887cba37..00000000
--- a/Assets/_Game/Scripts/Core/Events/BossSkillEventChannelSO.cs
+++ /dev/null
@@ -1,7 +0,0 @@
-using UnityEngine;
-
-namespace BaseGames.Core.Events
-{
- [CreateAssetMenu(menuName = "BaseGames/Events/BossSkill")]
- public class BossSkillEventChannelSO : BaseEventChannelSO { }
-}
diff --git a/Assets/_Game/Scripts/Core/Events/BossSkillEventChannelSO.cs.meta b/Assets/_Game/Scripts/Core/Events/BossSkillEventChannelSO.cs.meta
deleted file mode 100644
index 62966fd6..00000000
--- a/Assets/_Game/Scripts/Core/Events/BossSkillEventChannelSO.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 8230eab2acba8c24499b2d20df81adb7
-MonoImporter:
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diff --git a/Assets/_Game/Scripts/Editor/Events/CreateEventChannelAssets.cs b/Assets/_Game/Scripts/Editor/Events/CreateEventChannelAssets.cs
index 990e607e..06e84c72 100644
--- a/Assets/_Game/Scripts/Editor/Events/CreateEventChannelAssets.cs
+++ b/Assets/_Game/Scripts/Editor/Events/CreateEventChannelAssets.cs
@@ -60,7 +60,6 @@ namespace BaseGames.Editor
CreateAsset ("Combat", "EVT_ShieldRestored");
// ── Boss ──────────────────────────────────────────────────────────
- CreateAsset ("Boss", "EVT_BossSkill");
CreateAsset ("Boss", "EVT_BossPhase");
CreateAsset ("Boss", "EVT_BossPhaseChanged");
CreateAsset ("Boss", "EVT_BossDefeated");
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/EnemyAiBrain.cs b/Assets/_Game/Scripts/Enemies/AIBrain/EnemyAiBrain.cs
index d832b329..b09d1083 100644
--- a/Assets/_Game/Scripts/Enemies/AIBrain/EnemyAiBrain.cs
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/EnemyAiBrain.cs
@@ -5,7 +5,7 @@ namespace BaseGames.Enemies
{
///
/// 把 BrainGraph 决策层挂到敌人上:按 id 取共享 AiGraph、构造 AiRuntime、逐帧推进。
- /// 取代旧的行为树组件。
+ /// 是敌人唯一的决策层组件(小怪与 Boss 共用)。
///
[DisallowMultipleComponent]
[RequireComponent(typeof(EnemyBase))]
diff --git a/Assets/_Game/Scripts/Enemies/EnemyAnimationConfigSO.cs b/Assets/_Game/Scripts/Enemies/EnemyAnimationConfigSO.cs
index 0e8ebca4..6d88953a 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyAnimationConfigSO.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyAnimationConfigSO.cs
@@ -33,7 +33,7 @@ namespace BaseGames.Enemies
public AnimationClip Investigate;
///
- /// 按字段名返回 Clip(BD_PlayAnimation 使用)。
+ /// 按字段名返回 Clip(AI 状态片段与能力模块按名取动画时使用)。
/// 支持字段名和常见别名(如 Attack_Melee / Idle 等)。
///
public AnimationClip GetClipByName(string name)
diff --git a/Assets/_Game/Scripts/Enemies/EnemyPoiseComponent.cs b/Assets/_Game/Scripts/Enemies/EnemyPoiseComponent.cs
index 035b8254..9e2bafbf 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyPoiseComponent.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyPoiseComponent.cs
@@ -6,7 +6,7 @@ namespace BaseGames.Enemies
///
/// 敌人霸体组件(架构 06_CombatModule §13)。
/// Awake 时自动注入到同节点 HurtBox(无需手动 Inspector 赋值)。
- /// EnemyBase 或 BehaviorDesigner 任务可调用 SetPoiseLevel / ResetPoiseLevel 切换超甲状态。
+ /// EnemyBase、能力模块或动画事件可调用 SetPoiseLevel / ResetPoiseLevel 切换超甲状态。
///
[RequireComponent(typeof(EnemyBase))]
public class EnemyPoiseComponent : MonoBehaviour, IPoiseSource
@@ -31,7 +31,7 @@ namespace BaseGames.Enemies
// ── 外部 API ──────────────────────────────────────────────────────────
- /// 进入/退出超甲时由 EnemyBase 或 BehaviorDesigner 任务调用。
+ /// 进入/退出超甲时由 EnemyBase、能力模块或动画事件调用。
public void SetPoiseLevel(PoiseLevel level) => _currentPoiseLevel = level;
/// 恢复到默认霸体等级(超甲结束时调用)。
diff --git a/Assets/_Game/Scripts/Enemies/EnemyQuotaManager.cs b/Assets/_Game/Scripts/Enemies/EnemyQuotaManager.cs
index f10fdcab..8b106edd 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyQuotaManager.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyQuotaManager.cs
@@ -5,14 +5,16 @@ using BaseGames.Core.Events;
namespace BaseGames.Enemies
{
///
- /// 敌人 BehaviorTree 配额管理器(架构 07_EnemyModule §13)。
+ /// 敌人决策层配额管理器(架构 07_EnemyModule §13)。
/// 每 REBALANCE_INTERVAL 帧,按到玩家距离排序已注册敌人,
- /// 仅对最近的 _maxActiveBehaviorTrees 个敌人启用 BT。
+ /// 仅对最近的 _maxActiveBrains 个敌人启用 ,其余暂停决策与感知。
/// 挂载在场景管理器 GameObject 上(每场景一个实例)。
///
public class EnemyQuotaManager : MonoBehaviour
{
- [SerializeField, Min(1)] private int _maxActiveBehaviorTrees = 12;
+ [Tooltip("同时保持决策活跃的敌人上限;超出的按距离由远及近暂停")]
+ [UnityEngine.Serialization.FormerlySerializedAs("_maxActiveBehaviorTrees")]
+ [SerializeField, Min(1)] private int _maxActiveBrains = 12;
[Tooltip("PlayerController.Start() 广播此频道,替代 FindWithTag")]
[SerializeField] private TransformEventChannelSO _onPlayerSpawned;
@@ -107,11 +109,11 @@ namespace BaseGames.Enemies
if (enemy == null) { _registered.RemoveAt(i); continue; }
var brain = enemy.Brain;
- bool active = i < _maxActiveBehaviorTrees;
+ bool active = i < _maxActiveBrains;
if (brain != null && brain.enabled != active)
{
- // 禁用 brain 即停其 Update/Tick,等价于旧的禁用行为树。
+ // 禁用 brain 即停其 Update/Tick,敌人保持静止但仍存在于场景中。
brain.enabled = active;
// 同步暂停/恢复感知系统,避免远处敌人无效 tick
enemy.SensorHub?.SetSuspended(!active);
diff --git a/Assets/_Game/Scripts/Enemies/FlyingEnemy.cs b/Assets/_Game/Scripts/Enemies/FlyingEnemy.cs
index e5f5c34e..c4e57c16 100644
--- a/Assets/_Game/Scripts/Enemies/FlyingEnemy.cs
+++ b/Assets/_Game/Scripts/Enemies/FlyingEnemy.cs
@@ -8,7 +8,7 @@ namespace BaseGames.Enemies
/// 飞行敌人基类。
///
/// 导航由 实现(IEnemyNavigator),
- /// AI 行为逻辑由挂载的 Behavior Designer 树驱动。
+ /// AI 决策由挂载的 (BrainGraph)驱动。
/// 本类仅负责:
///
/// - Rigidbody2D 无重力初始化
diff --git a/Assets/_Game/Scripts/Enemies/Perception/SensorSlotNames.cs b/Assets/_Game/Scripts/Enemies/Perception/SensorSlotNames.cs
index d2334000..1996644c 100644
--- a/Assets/_Game/Scripts/Enemies/Perception/SensorSlotNames.cs
+++ b/Assets/_Game/Scripts/Enemies/Perception/SensorSlotNames.cs
@@ -16,7 +16,7 @@ namespace BaseGames.Enemies.Perception
///
/// 视线检测(BatchLOS):敌我之间无遮挡时持续为 true。
- /// 由 PhysicsPerceptionSystem 自研批量计算(OverlapCircle + 单次 Raycast),BD_IsPlayerVisible 读取结果。
+ /// 由 PhysicsPerceptionSystem 批量计算(OverlapCircle + 单次 Raycast),AI 图的可见性条件读取结果。
///
public const string LOS = "los";
diff --git a/Assets/_Game/Scripts/Enemies/RangedEnemy.cs b/Assets/_Game/Scripts/Enemies/RangedEnemy.cs
index 9ccfd679..a7f0bb02 100644
--- a/Assets/_Game/Scripts/Enemies/RangedEnemy.cs
+++ b/Assets/_Game/Scripts/Enemies/RangedEnemy.cs
@@ -7,7 +7,7 @@ namespace BaseGames.Enemies
{
///
/// 远程敌人。重写 以从对象池生成抛射物。
- /// Behavior Designer 任务通过调用 SpawnProjectile(payload) 触发发射。
+ /// 能力模块或动画事件通过调用 SpawnProjectile(payload) 触发发射。
///
public class RangedEnemy : EnemyBase
{
diff --git a/Assets/_Game/Scripts/Enemies/States/EnemyControlledState.cs b/Assets/_Game/Scripts/Enemies/States/EnemyControlledState.cs
index f8f80827..95bc5657 100644
--- a/Assets/_Game/Scripts/Enemies/States/EnemyControlledState.cs
+++ b/Assets/_Game/Scripts/Enemies/States/EnemyControlledState.cs
@@ -2,7 +2,7 @@ namespace BaseGames.Enemies.States
{
///
/// 受控状态(默认行为)。
- /// 敌人处于 AI 正常控制下(Behavior Designer 运行中),无特殊 Enter/Exit 动画逻辑。
+ /// 敌人处于 AI 正常控制下(决策层运行中),无特殊 Enter/Exit 动画逻辑。
///
public sealed class EnemyControlledState : IEnemyState
{
diff --git a/Docs/Architecture/23_BossSkillModule.md b/Docs/Architecture/23_BossSkillModule.md
deleted file mode 100644
index e0291591..00000000
--- a/Docs/Architecture/23_BossSkillModule.md
+++ /dev/null
@@ -1,841 +0,0 @@
-# 23 · Boss 技能模块(Boss Skill Module)
-
-> **命名空间** `BaseGames.Boss`
-> **程序集** `BaseGames.Enemy`(并入敌人程序集)
-> **依赖** `BaseGames.Core.Events` · `BaseGames.Combat`(DamageInfo · HitBox)· `BaseGames.AI`(BossOrchestrator · BehaviorDesigner)· `Kybernetik.Animancer`
-> **Design 来源** [47_BossSkillSystem](../Design/47_BossSkillSystem.md)
-
----
-
-## 目录
-
-1. [模块职责与层级](#1-模块职责与层级)
-2. [BossSkillType 枚举](#2-bossskilltype-枚举)
-3. [VulnerabilityWindow](#3-vulnerabilitywindow)
-4. [BossSkillSO](#4-bossskillso)
-5. [AttackPatternSO](#5-attackpatternso)
-6. [SkillSequenceSO](#6-skillsequenceso)
-7. [BossSkillExecutor](#7-bossskillexecutor)
-8. [WeakPointSystem](#8-weakpointsystem)
-9. [BossOrchestrator 集成](#9-bossorchestrator-集成)
-10. [设计规则一览](#10-设计规则一览)
-11. [事件频道](#11-事件频道)
-
----
-
-## 1. 模块职责与层级
-
-```
-数据层(ScriptableObject):
- ┌─────────────────────────────────────────────────┐
- │ BossSkillSO │
- │ ├─ 技能元信息(类型/弱点窗口/互动标签) │
- │ └─ SkillSequenceSO[] 伤害序列 │
- │ └─ AttackPatternSO[] 单个攻击图案 │
- └─────────────────────────────────────────────────┘
-
-运行时层(MonoBehaviour / UniTask):
- BossOrchestrator(AI 决策,Behavior Designer 树)
- └─ BossSkillExecutor(执行技能序列,处理 VulnerabilityWindow)
- ├─ WeakPointSystem(弱点 HurtBox 激活管理)
- └─ HitBox[](输出伤害)
-
-设计原则:
- ① 伤害值只写在 AttackPatternSO,不在 BossSkillSO 重复
- ② 每个技能必须有 ≥1 VulnerabilityWindow(后摇 ≥0.5s 或专属弱点)
- ③ 技能顺序由 BossOrchestrator 决定,BossSkillExecutor 只负责执行
-```
-
----
-
-## 2. BossSkillCategory 和 BossSkillType 枚举
-
-```csharp
-namespace BaseGames.Boss
-{
- /// 高层技能分类(平衡框架用)。
- public enum BossSkillCategory
- {
- Melee, Ranged, Charge, AoE, Environmental, Summon,
- Buff, Debuff, Phase, Passive, Reactive
- }
-
- /// 具体技能类型(战斗设计用)。
- public enum BossSkillType
- {
- // 基础攻击
- MeleeSlash, // 近战斩击
- ChargeAttack, // 冲刺撞击
- LeapSlam, // 跳起落地震
- ProjectileVolley, // 弹幕齐射
- LaserBeam, // 激光扫射
-
- // 阶段技能
- PhaseTransition, // 阶段切换(无攻击,触发动画/护盾等)
- SummonMinion, // 召唤小兵
-
- // 特殊
- ArenaTrap, // 改变战斗区域地形
- SpeedBurst, // 速度爆发(数帧内免疫/高速)
- DefensiveShell, // 防御壳(需攻击弱点)
- }
-
- /// 互动标签:定义玩家可以对该技能执行哪些反制操作。
- [Flags]
- public enum InteractionTag
- {
- None = 0,
- Parryable = 1 << 0, // 可弹反
- PerfectParryOnly = 1 << 1, // 仅完美弹反有效
- DodgeWindow = 1 << 2, // 打开逃避窗口
- Unblockable = 1 << 3, // 无法拦截
- CanBeReflected = 1 << 4, // 弹幕可被反射
- ExposesWeakPoint = 1 << 5, // 暴露弱点
- GrantsPlayerReso = 1 << 6, // 多典:命中后给予玩家资源
- ArenaHazard = 1 << 7, // 场地危机(环境相关)
- PhaseGate = 1 << 8, // 阶段门关(必须触发才进入下一阶段)
- }
-}
-```
-
----
-
-## 3. VulnerabilityWindow
-
-```csharp
-namespace BaseGames.Boss
-{
- /// 弱点出现时机类型。
- public enum VulnTriggerType
- {
- OnAttackRecovery, // 攻击后摇
- OnParriedSuccess, // 弹反成功
- OnCounterSkillHit, // 计算技能命中
- OnPhaseTransition, // 阶段切换时
- OnHazardBackfire, // 场地尃8个
- OnSummonDefeated, // 召唤物被击败
- Manual, // BossSkillExecutor 手动触发
- }
-
- /// 弱点位置类型。
- public enum WeakPointType
- {
- FullBody, // 主体全身都是弱点
- HeadOnly, // 仅头部
- BackOnly, // 仅背部
- CoreExposed, // 核心暴露(展开中心 HurtBox)
- CustomPoint, // 自定义弱点 HurtBox
- }
-
- [Serializable]
- public struct VulnerabilityWindow
- {
- [Tooltip("弱点触发方式")]
- public VulnTriggerType TriggerType;
-
- [Tooltip("触发后延迟出现(秒)")]
- [Min(0f)]
- public float TriggerDelay;
-
- [Tooltip("弱点持续时长(秒,设计约定 ≥0.5s)")]
- [Min(0.1f)]
- public float Duration;
-
- [Tooltip("弱点位置类型")]
- public WeakPointType WeakPointType;
-
- [Tooltip("弱点激活时 Boss 的受击乘数(1 = 正常,>1 = 额外伤害)")]
- [Min(0.1f)]
- public float DamageMultiplier;
-
- [Tooltip("命中后强制驰恶")]
- public bool ForceStagger;
-
- [Tooltip("驰恶时间(秒),ForceStagger=true 时生效")]
- [Min(0f)]
- public float StaggerDuration;
-
- [Tooltip("弱点开启时播放的 Feedback(光效等)")]
- public MMF_Player OpenFeedback;
-
- [Tooltip("弱点关闭时播放的 Feedback")]
- public MMF_Player CloseFeedback;
-
- [Tooltip("弱点激活时的高亮颜色(指示玩家该攻击哪里)")]
- public Color HighlightColor;
-
- // 与旧字段对应(保留为展示用)
- public bool ActivateWeakPointHurtBox => WeakPointType != WeakPointType.FullBody;
- }
-}
-```
-
----
-
-## 4. BossSkillSO
-
-```csharp
-namespace BaseGames.Boss
-{
- [CreateAssetMenu(menuName = "Boss/BossSkill")]
- public class BossSkillSO : ScriptableObject
- {
- [Header("元信息")]
- public string skillId;
- public string displayName;
- [TextArea(1, 4)]
- public string designNote; // 设计师注释(不进游戏)
-
- [Header("技能分类")]
- public BossSkillCategory category; // 高层分类(Melee/Ranged 等)
- public BossSkillType skillType; // 具体技能类型
-
- [Header("阶段可用性")]
- [Tooltip("和数据层 BossPhaseConfigSO.PhaseIndex 对应;空 = 全阶段可用")]
- public int[] availablePhaseIndices; // 空数组 = 全阶段可用
-
- [Header("核心攻击动作引用")]
- [Tooltip("构成此技能的 AttackPatternSO 序列(单个技能 = 长度 1;连击/多段 = 多个)")]
- public AttackPatternSO[] attackPatterns; // 按执行顺序排列
-
- [Header("弱点窗口(至少 1 个)")]
- public VulnerabilityWindow[] vulnerabilityWindows;
-
- [Header("互动标签(与谜题/道具联动)")]
- public InteractionTag interactionTags; // [Flags] 枚举,替代旧 string interactionTag
-
- [Header("连段(执行中的子序列)")]
- public SkillSequenceSO sequenceOnHit; // 被玩家攻击弱点时触发的序列(可空)
- public SkillSequenceSO sequenceOnMiss; // 弱点未被攻击时触发(可空)
-
- [Header("玩家反制接口")]
- [Tooltip("被不同玩家行为反制时 Boss 的应激反应(见 §4.1)")]
- public PlayerCounterResponse[] counterResponses;
-
- [Header("场景联动")]
- [Tooltip("此技能执行时触发的场景事件(见 §4.2)")]
- public ArenaEventTrigger[] arenaEvents;
-
- [Header("Boss 资源")]
- [Tooltip("使用此技能消耗的 Boss 自身资源(见 §7)")]
- public BossResourceCost resourceCost;
- [Tooltip("使用此技能后是否积累愤怒值")]
- public bool buildsRage;
-
- [Header("霸体配置")]
- [Tooltip("此技能执行期间的霸体窗口(见 54_PoiseSystem §8);None = 可被打断")]
- public PoiseWindowConfig poiseWindow;
-
- [Header("动画")]
- public ClipTransition skillAnimation; // Animancer ClipTransition(技能播放动画)
-
- [Header("冷却")]
- [Min(0f)]
- public float cooldown; // 秒,0 = 无冷却(由 BossOrchestrator 决策层管理)
- }
-}
-```
-
-### 4.1 PlayerCounterResponse — 玩家反制接口
-
-```csharp
-namespace BaseGames.Boss
-{
- [Serializable]
- public struct PlayerCounterResponse
- {
- [Header("反制条件")]
- public CounterType counterType; // 玩家用什么行为触发反制
- public string requiredSkillId; // counterType = SpecificSkill 时填写技能 ID
-
- [Header("反制效果(对 Boss)")]
- public float bossStaggerDuration; // 强制硬直时长(秒,0 = 不强制)
- public float bossDamageBonus; // 对 Boss 的额外伤害倍率(0 = 不额外)
- public bool openVulnWindow; // 是否触发 VulnerabilityWindow
- public bool interruptSkill; // 是否打断 Boss 当前技能
-
- [Header("反制收益(对玩家)")]
- public int soulPowerGrant; // 给予玩家的灵力数量
- public int spiritPowerGrant; // 给予玩家的魄元数量
- public MMF_Player counterFeedback; // 成功反制的特效/音效反馈
- }
-
- public enum CounterType
- {
- Parry, // 弹反成功
- PerfectParry, // 完美弹反
- DodgeThrough, // 冲刺穿越攻击(无敌帧通过)
- SpecificSkill, // 使用特定玩家技能(填 requiredSkillId)
- WeakPointHit, // 命中暴露的弱点
- HazardBackfire, // 利用场景危险伤到 Boss
- SummonKill, // 击败召唤物
- }
-}
-```
-
-### 4.2 ArenaEventTrigger — 场景联动
-
-```csharp
-namespace BaseGames.Boss
-{
- [Serializable]
- public struct ArenaEventTrigger
- {
- public string targetArenaObjectId; // 要影响的场景物件 ID(空 = 广播给所有)
- public ArenaEventType eventType;
- public float delay; // 从技能触发到场景事件的延迟(秒)
- public ArenaEventParams parameters;
- }
-
- public enum ArenaEventType
- {
- DestroyPlatform, // 破坏指定平台
- ActivateHazard, // 激活陷阱(如喷火管)
- DeactivateHazard, // 关闭陷阱
- SpawnHazardArea, // 生成持续危险区域(熔岩/毒液)
- ShakeArena, // 场景震动
- ToggleLighting, // 切换场景光照
- SpawnPlatform, // 生成新平台(阶段 2 变化)
- TriggerCutscene, // 触发小型过场
- }
-
- [Serializable]
- public struct ArenaEventParams
- {
- public float duration; // 效果持续时间(0 = 永久)
- public float intensity; // 强度(震动幅度、危险区域半径等)
- public bool revertsOnPhaseEnd; // 阶段结束时是否恢复
- }
-
- [Serializable]
- public struct ArenaEventData
- {
- public ArenaEventType type;
- public ArenaEventParams parameters;
- public string sourceSkillId; // 来源技能 ID(供场景物件做条件判断)
- }
-
- ///
- /// 场景中可被 Boss 技能交互的对象实现此接口。
- /// Boss 通过 ArenaEventBus 广播,场景物件监听并响应。
- ///
- public interface IArenaInteractable
- {
- string ArenaObjectId { get; }
- void OnBossArenaEvent(ArenaEventData data);
- }
-}
-```
-
-### 4.3 BossResourceCost — Boss 资源消耗
-
-```csharp
-namespace BaseGames.Boss
-{
- [Serializable]
- public struct BossResourceCost
- {
- public string resourceId; // 对应 BossResourceConfigSO.resourceId(如 "Rage")
- public float cost; // 消耗量(0 = 不消耗资源)
- public float minRequired; // 使用此技能的最低资源要求
- }
-
- [CreateAssetMenu(menuName = "Boss/ResourceConfig")]
- public class BossResourceConfigSO : ScriptableObject
- {
- public string resourceId; // 如 "Rage" / "PhaseCharge"
- public string displayName;
- public float maxValue;
- public float startValue; // 初始值(通常 0)
-
- [Header("自动变化")]
- public float passiveRate; // 每秒自动变化量(正=增长/负=衰减,0=不变)
- public float onTakeDamageGain; // 每受到 1 点伤害积累量
- public float onSkillUseGain; // 每使用一次技能积累量
-
- [Header("满值效果")]
- public bool autoTriggerOnFull;
- public BossSkillSO fullTriggerSkill;
- public float resetValueAfterTrigger;
- }
-}
-```
-
----
-
-## 5. AttackPatternSO
-
-```csharp
-namespace BaseGames.Boss
-{
- ///
- /// 单个攻击图案的数据。
- /// 存放伤害/速度等实际参数,BossSkillSO 不存参数。
- ///
- [CreateAssetMenu(menuName = "Boss/AttackPattern")]
- public class AttackPatternSO : ScriptableObject
- {
- [Header("输出")]
- public DamageSourceSO DamageSource; // ⚠️ HitBox.Activate() 需要 DamageSourceSO(架构 06 §4)
- public float KnockbackAngle; // 击退角度(度)(基础击退力由 DamageSourceSO 内配置)
-
- [Header("弹幕(若为弹幕类型)")]
- public AssetReferenceGameObject ProjectilePrefab;
- public int ProjectileCount = 1;
- public float SpreadAngle = 0f; // 散射角(度)
- public float ProjectileSpeed = 8f;
-
- [Header("范围攻击(若为 AoE 类型)")]
- public float AoERadius;
- public Vector2 AoEOffset; // 相对于 Boss 的偏移
-
- [Header("时序")]
- public float WindupDuration; // 预备动作时间
- public float ActiveDuration; // HitBox 激活时长
- public float RecoveryDuration; // 后摇时长(VulnerabilityWindow 通常在此段)
- }
-}
-```
-
----
-
-## 6. SkillSequenceSO
-
-```csharp
-namespace BaseGames.Boss
-{
- ///
- /// 有序攻击序列(一个技能内的多段连段)。
- ///
- [CreateAssetMenu(menuName = "Boss/SkillSequence")]
- public class SkillSequenceSO : ScriptableObject
- {
- [Serializable]
- public struct SequenceStep
- {
- public AttackPatternSO pattern;
- public float delayBeforeStep; // 执行本步前等待的秒数
- }
-
- public SequenceStep[] steps;
-
- [Header("序列完成后的行为")]
- public bool RepeatIfPlayerInRange; // 若玩家仍在范围内则重复(Survival 关卡用)
- public float RepeatDelay;
- [Range(0, 10)]
- public int MaxRepeatCount; // 0 = 无限
- }
-}
-```
-
----
-
-## 7. BossSkillExecutor
-
-```csharp
-namespace BaseGames.Boss
-{
- ///
- /// 挂在 Boss GameObject 上。
- /// 接收 BossOrchestrator 的指令,执行指定 BossSkillSO。
- /// 管理 VulnerabilityWindow 计时和 WeakPointSystem 激活。
- ///
- public class BossSkillExecutor : MonoBehaviour
- {
- [SerializeField] HitBox[] _hitBoxes; // Boss 身上的所有 HitBox
- [SerializeField] WeakPointSystem _weakPointSystem;
- [SerializeField] AnimancerComponent _animancer;
- [SerializeField] private string _bossId; // Boss 资产唯一 ID
- [SerializeField] private BossSkillEventChannelSO _onBossSkillStarted; // 发布:技能开始
- [SerializeField] private BossSkillEventChannelSO _onBossSkillEnded; // 发布:技能结束
- // ⚠️ PlayerController 无 Instance(Architecture 05 §2);Boss 居小场景持有玩家 Transform 引用
- [SerializeField] private Transform _playerTransform; // 由 Inspector 指定玩家 Transform
-
- BossSkillSO _currentSkill;
- AnimancerState _currentState;
- bool _isExecuting;
- CancellationTokenSource _cts;
-
- public bool IsExecuting => _isExecuting;
-
- // ── 公共 API ───────────────────────────────────────────────
- public async UniTask ExecuteSkill(BossSkillSO skill, CancellationToken ct)
- {
- if (_isExecuting) return;
- _isExecuting = true;
- _currentSkill = skill;
- _onBossSkillStarted?.Raise(new BossSkillEvent { BossId = _bossId, SkillId = skill.skillId });
-
- // 播放技能动画(Animancer ClipTransition,直接从 BossSkillSO 引用)
- _currentState = _animancer.Play(skill.skillAnimation);
-
- // 执行 SkillSequenceSO(若挂载 sequenceOnMiss)
- if (skill.sequenceOnMiss != null)
- await ExecuteSequence(skill.sequenceOnMiss, ct);
-
- _isExecuting = false;
- _onBossSkillEnded?.Raise(new BossSkillEvent { BossId = _bossId, SkillId = skill.skillId });
- }
-
- async UniTask ExecuteSequence(SkillSequenceSO seq, CancellationToken ct)
- {
- int repeatCount = 0;
- do
- {
- foreach (var step in seq.steps)
- {
- ct.ThrowIfCancellationRequested();
- await UniTask.WaitForSeconds(step.delayBeforeStep, cancellationToken: ct);
- await ExecutePattern(step.pattern, ct);
- }
- repeatCount++;
- if (seq.RepeatDelay > 0)
- await UniTask.WaitForSeconds(seq.RepeatDelay, cancellationToken: ct);
- }
- while (seq.RepeatIfPlayerInRange
- && repeatCount < seq.MaxRepeatCount
- && IsPlayerInRange()
- && !ct.IsCancellationRequested);
- }
-
- async UniTask ExecutePattern(AttackPatternSO pattern, CancellationToken ct)
- {
- // 预备
- await UniTask.WaitForSeconds(pattern.WindupDuration, cancellationToken: ct);
-
- // 激活 HitBox(⚠️ 以架构 06_CombatModule §4 为准:Activate(DamageSourceSO, Transform))
- foreach (var hb in _hitBoxes)
- hb.Activate(pattern.DamageSource, transform);
-
- await UniTask.WaitForSeconds(pattern.ActiveDuration, cancellationToken: ct);
-
- // 关闭 HitBox
- foreach (var hb in _hitBoxes) hb.Deactivate();
-
- // 后摇(VulnerabilityWindow 由动画事件配合 VulnerabilityWindow 数据触发)
- await UniTask.WaitForSeconds(pattern.RecoveryDuration, cancellationToken: ct);
- }
-
- // ── VulnerabilityWindow 激活(由 ExecuteSkill 协程驱动)─────
- // 注意:新版 VulnerabilityWindow 改用绝对时间(TriggerDelay + Duration),
- // 而非归一化时间,故弃用 Update 轮询,改为 UniTask 序列激活。
- async UniTask ActivateVulnerabilityWindows(BossSkillSO skill, CancellationToken ct)
- {
- foreach (var window in skill.vulnerabilityWindows)
- {
- // 等待触发延迟
- await UniTask.Delay(
- TimeSpan.FromSeconds(window.TriggerDelay),
- cancellationToken: ct);
-
- // 激活弱点
- bool isCustom = window.ActivateWeakPointHurtBox;
- _weakPointSystem.SetActive(true, window.DamageMultiplier, isCustom);
- window.OpenFeedback?.PlayFeedbacks();
-
- // 持续弱点窗口
- await UniTask.Delay(
- TimeSpan.FromSeconds(window.Duration),
- cancellationToken: ct);
-
- // 关闭弱点
- _weakPointSystem.SetActive(false, 1f, isCustom);
- window.CloseFeedback?.PlayFeedbacks();
- }
- }
-
- bool IsPlayerInRange() =>
- _playerTransform != null &&
- Vector2.Distance(transform.position, _playerTransform.position) < 8f;
- }
-}
-```
-
----
-
-## 8. WeakPointSystem
-
-```csharp
-namespace BaseGames.Boss
-{
- ///
- /// 管理 Boss 的专属弱点 HurtBox(如核心、眼睛等)。
- /// 弱点激活期间受到的伤害会乘以 DamageMultiplier。
- ///
- public class WeakPointSystem : MonoBehaviour
- {
- [Serializable]
- public struct WeakPoint
- {
- public HurtBox hurtBox;
- public GameObject visualIndicator; // 弱点亮光/标记(可为 null)
- }
-
- [SerializeField] WeakPoint[] _weakPoints;
- [SerializeField] private string _bossId; // Boss 资产唯一 ID
- [SerializeField] private StringEventChannelSO _onVulnerabilityWindowOpened; // 发布:弱点窗口开启
-
- float _damageMultiplier = 1f;
-
- public void SetActive(bool active, float multiplier = 1f)
- {
- _damageMultiplier = multiplier;
- foreach (var wp in _weakPoints)
- {
- wp.hurtBox.gameObject.SetActive(active);
- if (wp.visualIndicator != null)
- wp.visualIndicator.SetActive(active);
- }
- if (active) _onVulnerabilityWindowOpened?.Raise(_bossId);
- }
-
- ///
- /// 弱点 HurtBox 受击时,由 BossStats 调用此方法获取最终伤害系数。
- ///
- public float GetDamageMultiplier() => _damageMultiplier;
- }
-}
-```
-
----
-
-## 9. BossOrchestrator 集成
-
-`BossOrchestrator` 是 Behavior Designer 的宿主 MonoBehaviour,持有 `BossSkillExecutor` 引用:
-
-```csharp
-// BossOrchestrator 片段(供 BD 节点调用)
-public class BossOrchestrator : MonoBehaviour
-{
- [SerializeField] BossSkillSO[] _phaseOneSkills;
- [SerializeField] BossSkillSO[] _phaseTwoSkills;
- [SerializeField] BossSkillExecutor _executor;
-
- int _currentPhase = 1;
- CancellationTokenSource _cts;
-
- // BD Task 节点调用:ExecuteSkill(skillId)
- public async UniTask ExecuteSkillById(string skillId)
- {
- var skills = _currentPhase == 1 ? _phaseOneSkills : _phaseTwoSkills;
- var skill = System.Array.Find(skills, s => s.skillId == skillId);
- if (skill == null) return;
-
- _cts?.Cancel();
- _cts = new CancellationTokenSource();
- await _executor.ExecuteSkill(skill, _cts.Token);
- }
-
- public void EnterPhaseTwo()
- {
- _currentPhase = 2;
- _cts?.Cancel(); // 打断当前技能
- }
-}
-```
-
----
-
-## 10. 设计规则一览
-
-| 规则 | 说明 |
-|------|------|
-| 每个技能 ≥1 VulnerabilityWindow | 后摇窗口 ≥0.5s(归一化时长约 0.15~0.4) |
-| 伤害参数只在 AttackPatternSO | BossSkillSO 不存 BaseDamage 等参数 |
-| 技能冷却由 BossOrchestrator 管理 | BossSkillExecutor 只执行,不维护冷却 |
-| VulnerabilityWindow 在编辑器中校验 | 自定义 Validator Tool 检查 DurationNormalized ≥ 0.1 |
-| Boss 阶段切换打断当前技能 | `_cts.Cancel()` 终止 UniTask 序列 |
-
----
-
-## 11. 事件频道
-
-| 频道 SO | Payload | 发布者 | 订阅者 |
-|--------|---------|--------|--------|
-| `EVT_BossSkillStarted` | `(string bossId, string skillId)` | `BossSkillExecutor` | `BossHUD`(显示技能名)(震动通过 `CameraStateController.Instance.TriggerImpulse()` 直接调用,不订阅事件)|
-| `EVT_BossSkillEnded` | `(string bossId, string skillId)` | `BossSkillExecutor` | `BossOrchestrator`(BD 决策推进) |
-| `EVT_BossVulnerabilityWindowOpened` | `string bossId` | `WeakPointSystem` | `PlayerFeedback`(提示音效)、`HUDController` |
-| `EVT_BossPhaseChanged` | `(string bossId, int phase)` | `BossBase.EnterPhase()` | `BossHUD`(相机切换通过 `CameraStateController.Instance` 直接调用,不订阅事件)|
-
----
-
-## 12. BossSkillSequenceEditorWindow — 技能序列可视化
-
-> **痛点**:`SkillSequenceSO` 包含多个 `SequenceStep[]`(每步:AttackPatternSO + delayBeforeStep),但 Inspector 中只能逐字段查看数字,策划无法直觉感受技能序列的节奏感——哪段是攻击前摇、哪段是弱点窗口、总时长是否合理,全部要靠心算。本 EditorWindow 以 **甘特图(Gantt Chart)** 方式将时间线可视化。
-
-### 12.1 功能规格
-
-| 功能 | 说明 |
-|------|------|
-| 时间轴刻度 | 横轴为时间(秒),最大显示 `SkillSequenceSO.TotalDuration`,刻度精度 0.1s |
-| 攻击阶段条 | 每个 `AttackPatternSO` 渲染为蓝色横条,长度 = `pattern.Duration` |
-| 延迟段 | `delayBeforeStep` 渲染为灰色空隙 |
-| 弱点窗口 | `VulnerabilityWindow`(`startNormalized`~`endNormalized`)渲染为绿色覆盖条 |
-| 选中高亮 | 点击任一条可选中对应 `AttackPatternSO`,Inspector 同步 Ping |
-| 验证警告 | `VulnerabilityWindow.DurationNormalized < 0.1` 时对应条变红 + Tooltip 提示 |
-| SO 拖放 | 将 `SkillSequenceSO` 资产拖入窗口即可加载 |
-
-### 12.2 实现规范
-
-```csharp
-// 路径: Assets/Scripts/Editor/BossSkill/BossSkillSequenceWindow.cs
-// 程序集: BaseGames.Editor(Editor Only)
-#if UNITY_EDITOR
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-
-namespace BaseGames.Editor.BossSkill
-{
- public class BossSkillSequenceWindow : EditorWindow
- {
- [MenuItem("BaseGames/Tools/Boss Skill Sequence Viewer")]
- public static void Open() => GetWindow("技能序列查看器");
-
- // ── 状态 ──────────────────────────────────────────────────────────────
- private SkillSequenceSO _target;
- private Vector2 _scroll;
- private float _zoom = 100f; // 像素/秒
- private const float TrackHeight = 28f;
- private const float LabelWidth = 140f;
- private const float HeaderHeight = 30f;
-
- // 颜色
- private static readonly Color ColDelay = new(0.3f, 0.3f, 0.3f, 0.5f);
- private static readonly Color ColAttack = new(0.2f, 0.5f, 1.0f, 0.8f);
- private static readonly Color ColVulnOk = new(0.2f, 0.8f, 0.3f, 0.6f);
- private static readonly Color ColVulnWarn = new(1.0f, 0.3f, 0.3f, 0.7f);
-
- private void OnGUI()
- {
- DrawToolbar();
- if (_target == null)
- {
- EditorGUILayout.HelpBox("将 SkillSequenceSO 拖到此处或从 Toolbar 选择", MessageType.Info);
- HandleDragDrop();
- return;
- }
- DrawTimeline();
- }
-
- private void DrawToolbar()
- {
- EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
- _target = (SkillSequenceSO)EditorGUILayout.ObjectField(
- "技能序列", _target, typeof(SkillSequenceSO), false,
- GUILayout.Width(300));
- GUILayout.Label($"缩放: {_zoom:0}px/s");
- _zoom = GUILayout.HorizontalSlider(_zoom, 30f, 300f, GUILayout.Width(100));
- EditorGUILayout.EndHorizontal();
- }
-
- private void DrawTimeline()
- {
- float totalSeconds = _target.TotalDuration;
- float timelineWidth = totalSeconds * _zoom + LabelWidth + 20f;
-
- _scroll = EditorGUILayout.BeginScrollView(_scroll);
- Rect viewRect = EditorGUILayout.GetControlRect(false,
- HeaderHeight + _target.Steps.Length * (TrackHeight + 4f),
- GUILayout.Width(timelineWidth));
-
- DrawRuler(viewRect, totalSeconds);
-
- float trackY = viewRect.y + HeaderHeight;
- float cursor = 0f; // 当前时间游标(秒)
-
- for (int i = 0; i < _target.Steps.Length; i++)
- {
- var step = _target.Steps[i];
- Rect trackRect = new(viewRect.x, trackY + i * (TrackHeight + 4f),
- viewRect.width, TrackHeight);
-
- // 标签
- Rect labelRect = new(trackRect.x, trackRect.y, LabelWidth, TrackHeight);
- GUI.Label(labelRect, step.Pattern?.name ?? "—", EditorStyles.miniLabel);
-
- // 延迟段
- if (step.DelayBeforeStep > 0f)
- {
- Rect delayRect = TimeToRect(trackRect, cursor, step.DelayBeforeStep);
- EditorGUI.DrawRect(delayRect, ColDelay);
- cursor += step.DelayBeforeStep;
- }
-
- // 攻击段
- float patternDur = step.Pattern?.Duration ?? 0f;
- if (patternDur > 0f)
- {
- Rect atkRect = TimeToRect(trackRect, cursor, patternDur);
- EditorGUI.DrawRect(atkRect, ColAttack);
- GUI.Label(atkRect, step.Pattern?.name ?? "", EditorStyles.centeredGreyMiniLabel);
-
- // 弱点窗口覆盖层
- DrawVulnerabilityWindows(atkRect, cursor, patternDur, step.Pattern);
- cursor += patternDur;
- }
- }
-
- EditorGUILayout.EndScrollView();
- }
-
- private void DrawVulnerabilityWindows(Rect atkRect, float patternStart,
- float patternDur, AttackPatternSO pattern)
- {
- if (pattern?.VulnerabilityWindows == null) return;
- foreach (var vw in pattern.VulnerabilityWindows)
- {
- float wStart = vw.StartNormalized * patternDur;
- float wDur = (vw.EndNormalized - vw.StartNormalized) * patternDur;
- bool warn = vw.DurationNormalized < 0.1f;
- Color col = warn ? ColVulnWarn : ColVulnOk;
-
- Rect wRect = TimeToRect(atkRect, patternStart + wStart, wDur);
- EditorGUI.DrawRect(wRect, col);
- if (warn)
- GUI.Label(wRect, "⚠", new GUIStyle { fontSize = 10,
- normal = { textColor = Color.white }, alignment = TextAnchor.MiddleCenter });
- }
- }
-
- private Rect TimeToRect(Rect trackRect, float startSec, float durSec)
- {
- float x = trackRect.x + LabelWidth + startSec * _zoom;
- float w = Mathf.Max(2f, durSec * _zoom);
- return new Rect(x, trackRect.y + 2f, w, trackRect.height - 4f);
- }
-
- private void DrawRuler(Rect viewRect, float totalSeconds)
- {
- float step = _zoom >= 80f ? 0.5f : 1f;
- for (float t = 0; t <= totalSeconds; t += step)
- {
- float x = viewRect.x + LabelWidth + t * _zoom;
- EditorGUI.DrawRect(new Rect(x, viewRect.y, 1f, HeaderHeight), Color.gray);
- GUI.Label(new Rect(x + 2f, viewRect.y, 40f, 16f), $"{t:0.0}s",
- EditorStyles.miniLabel);
- }
- }
-
- private void HandleDragDrop()
- {
- var evt = Event.current;
- if (evt.type == EventType.DragUpdated || evt.type == EventType.DragPerform)
- {
- DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
- if (evt.type == EventType.DragPerform)
- {
- DragAndDrop.AcceptDrag();
- foreach (var obj in DragAndDrop.objectReferences)
- if (obj is SkillSequenceSO seq) { _target = seq; break; }
- }
- evt.Use();
- }
- }
- }
-}
-#endif
-```
-
-> **打开方式**:菜单 `BaseGames → Tools → Boss Skill Sequence Viewer`,将 `SkillSequenceSO` 资产拖入即可。时间轴缩放通过 Toolbar 滑条控制;弱点窗口 `DurationNormalized < 0.1` 时变红警告,对应设计规则(§10 Validator 等价)。
-
diff --git a/Docs/Design/47_BossSkillSystem.md b/Docs/Design/47_BossSkillSystem.md
deleted file mode 100644
index 79e013bb..00000000
--- a/Docs/Design/47_BossSkillSystem.md
+++ /dev/null
@@ -1,875 +0,0 @@
-# 47 · Boss 技能系统框架(Boss Skill System Framework)
-
-> **命名空间** `BaseGames.Enemies.Boss.Skills`
-> **所属文档集** [← 返回索引](./README.md) · [总览](./00_Overview.md)
-> **依赖文档**
-> - [04_CombatSystem](./04_CombatSystem.md) — `DamageInfo` / `HitBox` / `HurtBox` 底层
-> - [19_BossPatternLibrary](./19_BossPatternLibrary.md) — `AttackPatternSO` / `BossOrchestrator` / 阶段系统
-> - [21_SpellSystem](./21_SpellSystem.md) — `FormSkillSO` / 玩家技能(反制参照)
-> - [05_ParrySystem](./05_ParrySystem.md) — 弹反流水线
-> - [54_PoiseSystem](./54_PoiseSystem.md) — 霸体 / 打断等级(`PoiseWindowConfig` / `BreakLevel`)
-
----
-
-## 目录
-
-1. [系统定位与层次关系](#1-系统定位与层次关系)
-2. [BossSkillSO — 技能数据层](#2-bossskillso--技能数据层)
-3. [Boss 技能分类体系](#3-boss-技能分类体系)
-4. [弱点与脆弱窗口系统](#4-弱点与脆弱窗口系统)
-5. [玩家反制接口](#5-玩家反制接口)
-6. [Boss 技能序列系统](#6-boss-技能序列系统)
-7. [Boss 资源系统(愤怒 / 状态充能)](#7-boss-资源系统愤怒--状态充能)
-8. [场景联动接口](#8-场景联动接口)
-9. [平衡数据模板](#9-平衡数据模板)
-10. [编辑器工作流](#10-编辑器工作流)
-11. [事件频道扩展](#11-事件频道扩展)
-12. [资产路径规范](#12-资产路径规范)
-
----
-
-## 1. 系统定位与层次关系
-
-### 1.1 为什么需要 BossSkillSystem?
-
-`19_BossPatternLibrary` 的 `AttackPatternSO` 描述**单次攻击动作**(前摇/活跃帧/后摇/弹射物),
-`BossSkillSystem` 在其上管理**更高阶的技能语义**:
-
-| 关注点 | AttackPatternSO | BossSkillSO |
-|--------|----------------|-------------|
-| 粒度 | 单个动作片段 | 一个完整技能(可包含多段动作)|
-| 核心数据 | 时序 / 伤害 / 弹射物 | 分类 / 反制接口 / 脆弱窗口 / 序列编排 |
-| 执行者 | `BossOrchestrator` | `BossSkillExecutor`(包装 Orchestrator)|
-| 平衡视角 | 单次伤害值 | 技能风险/收益比、战斗节奏 |
-
-### 1.2 层次关系图
-
-```
-┌─────────────────────────────────────────────────────────┐
-│ Boss 战斗管线 │
-│ │
-│ BossSkillSO ──────────────────────────────────────┐ │
-│ │ 技能语义 / 分类 / 反制接口 / 脆弱窗口 │ │
-│ ▼ │ │
-│ SkillSequenceSO (可选) │ │
-│ │ 多步骤序列(前置技 → 触发技) │ │
-│ ▼ │ │
-│ AttackPatternSO ←── 19_BossPatternLibrary │ │
-│ │ 单动作:时序 / 弹射物 / 预警 / 权重 │ │
-│ ▼ │ │
-│ BossOrchestrator ←── 19_BossPatternLibrary │ │
-│ │ 运行时选择 → 执行 │ │
-│ ▼ │ │
-│ HitBox / DamageInfo ←── 04_CombatSystem │ │
-│ │ │
-│ ◄──── WeakPointSystem (脆弱窗口) ─────────────────┘ │
-│ ◄──── PlayerInteractionContract (玩家反制接口) │
-│ ◄──── ArenaIntegration (场景联动) │
-└─────────────────────────────────────────────────────────┘
-```
-
-### 1.3 设计原则
-
-1. **分类先于设计** — 每个 Boss 技能必须在开发前确定其 `BossSkillType` 和 `InteractionTag`
-2. **反制可读性** — 每个技能必须明确"玩家用什么技能/动作可以反制/利用"
-3. **脆弱窗口强制存在** — 每个技能至少有一个 `VulnerabilityWindow`(后摇 ≥ 0.5s 或专属弱点)
-4. **不与 AttackPatternSO 重复** — 伤害数值/时序数据保留在 AttackPatternSO,不在 BossSkillSO 中重复
-
----
-
-## 2. BossSkillSO — 技能数据层
-
-```csharp
-[CreateAssetMenu(menuName = "Enemies/Boss/BossSkill")]
-public class BossSkillSO : ScriptableObject
-{
- // ─────────────────────────────
- // 1. 基础信息(策划填写)
- // ─────────────────────────────
-
- [Header("基础信息")]
- public string skillId; // 唯一 ID,格式: {BossId}_{SkillName}
- public string displayName; // 设计阶段展示名(不用于玩家 UI)
- [TextArea(1, 4)]
- public string designNote; // 设计意图(该技能考察玩家什么能力)
-
- // ─────────────────────────────
- // 2. 分类标签
- // ─────────────────────────────
-
- [Header("分类")]
- public BossSkillCategory category; // 主分类(见 §3)
- public InteractionTag[] tags; // 可多选(见 §3.2)
- public PhaseAvailability phaseAvail; // 在哪些阶段可用
-
- // ─────────────────────────────
- // 3. 核心攻击动作引用
- // ─────────────────────────────
-
- [Header("攻击动作")]
- [Tooltip("构成此技能的 AttackPatternSO 序列(单个技能 = 数组长度 1;连击/多段 = 多个)")]
- public AttackPatternSO[] attackPatterns; // 按执行顺序排列
-
- // ─────────────────────────────
- // 4. 脆弱窗口(见 §4)
- // ─────────────────────────────
-
- [Header("脆弱窗口")]
- public VulnerabilityWindowConfig vulnerabilityWindow;
-
- // ─────────────────────────────
- // 5. 玩家反制接口(见 §5)
- // ─────────────────────────────
-
- [Header("玩家反制接口")]
- public PlayerCounterResponse[] counterResponses; // 被不同玩家技能反制时的反应
-
- // ─────────────────────────────
- // 6. 场景联动(见 §8)
- // ─────────────────────────────
-
- [Header("场景联动")]
- public ArenaEventTrigger[] arenaEvents; // 此技能触发的场景事件
-
- // ─────────────────────────────
- // 7. 资源消耗(Boss 资源系统)
- // ─────────────────────────────
-
- [Header("Boss 资源")]
- public BossResourceCost resourceCost; // 使用此技能消耗的 Boss 自身资源(见 §7)
- public bool buildsRage; // 使用后是否积累愤怒值
-
- // ─────────────────────────────
- // 8. 霸体配置(新增)
- // ─────────────────────────────
-
- [Header("霸体配置")]
- [Tooltip("此技能执行期间的霸体窗口(None = 可被玩家攻击打断),见 54_PoiseSystem §8")]
- public PoiseWindowConfig poiseWindow; // 见 54_PoiseSystem §8
-}
-```
-
----
-
-## 3. Boss 技能分类体系
-
-### 3.1 主分类(BossSkillCategory)
-
-```csharp
-public enum BossSkillCategory
-{
- // ── 主动攻击 ──
- Melee, // 近战物理攻击(覆盖正前方/扇形/冲刺)
- Ranged, // 远程弹射物攻击
- Charge, // 冲刺突进类
- AoE, // 全场/大范围爆炸类
- Environmental, // 激活/改变场景(召唤陷阱/破坏平台/生成危险区域)
- Summon, // 召唤小怪/分身/辅助体
-
- // ── 特殊状态 ──
- Buff, // Boss 自身增益(加速/护甲/无敌)
- Debuff, // 对玩家施加负面状态(减速/沉默/中毒/禁锢)
- Phase, // 阶段转换技(仅在 HP 阈值触发,不参与随机选择)
-
- // ── 被动 ──
- Passive, // 持续生效的被动机制(不通过 BossOrchestrator 选取)
- Reactive, // 响应玩家行为的反应技(玩家使用技能 → Boss 反制)
-}
-```
-
-### 3.2 交互标签(InteractionTag)
-
-可多选的属性标记,用于确定技能与玩家系统的交互方式:
-
-```csharp
-[Flags]
-public enum InteractionTag
-{
- None = 0,
- Parryable = 1 << 0, // 可弹反(连接 ParrySystem)
- PerfectParryOnly = 1 << 1, // 仅完美弹反有效
- DodgeWindow = 1 << 2, // 有明确的冲刺规避窗口
- Unblockable = 1 << 3, // 无法弹反 / 无法格挡
- CanBeReflected = 1 << 4, // 弹射物可被反弹回来
- ExposesWeakPoint = 1 << 5, // 使用后暴露弱点(触发 VulnerabilityWindow)
- GrantsPlayerReso = 1 << 6, // 弹反/反制成功后为玩家提供资源(灵力/魄元)
- ArenaHazard = 1 << 7, // 改变 Arena 状态(持续危险)
- PhaseGate = 1 << 8, // 阶段转换技(不可被打断)
-}
-```
-
-### 3.3 风险/收益分级
-
-每个技能在设计阶段应确定其**威胁等级**与**反制收益**:
-
-| 等级 | 威胁(对玩家的压力)| 反制收益(成功反制的奖励)| 典型形态 |
-|------|-----------------|------------------------|---------|
-| Low | 低伤 / 可轻松规避 | 小量灵力 | 普通近战、单发弹射物 |
-| Mid | 中伤 / 需要主动应对 | 中量灵力 + 脆弱窗口 | 连击、冲刺 |
-| High | 高伤 / 必须精准反制 | 大量灵力 + 长脆弱窗口 | 超级技、召唤 |
-| Lethal | 极高伤 / 全场 AoE | 击杀后阶段转换 / 大量灵力 | 阶段转换技 |
-
-```csharp
-public enum SkillThreatLevel { Low, Mid, High, Lethal }
-public enum CounterRewardLevel { None, Small, Medium, Large, Phase }
-// 两者都作为 BossSkillSO 的设计标注字段(不参与运行时逻辑)
-```
-
----
-
-## 4. 弱点与脆弱窗口系统
-
-### 4.1 VulnerabilityWindowConfig
-
-定义 Boss 在执行技能**后**何时、何处、如何暴露弱点:
-
-```csharp
-[Serializable]
-public struct VulnerabilityWindowConfig
-{
- [Header("触发条件")]
- public VulnTriggerType triggerType; // 何时触发(见下方枚举)
- public float triggerDelay; // 从触发条件满足到窗口开启的延迟(秒)
-
- [Header("持续时间")]
- public float duration; // 脆弱窗口持续时长(秒)
-
- [Header("弱点类型")]
- public WeakPointType weakPointType; // 弱点位置/类型
- public float damageMultiplier;// 弱点期间受到伤害的倍率(默认 1.5)
- public bool forceStagger; // 是否强制使 Boss 进入硬直动画
- public float staggerDuration; // 强制硬直时长(秒)
-
- [Header("视觉反馈")]
- public FeedbackPresetSO openFeedback; // 窗口开启时的 VFX/SFX
- public FeedbackPresetSO closeFeedback; // 窗口关闭时的 VFX/SFX
- public Color highlightColor; // 弱点高亮颜色(材质颜色叠加)
-}
-
-public enum VulnTriggerType
-{
- OnAttackRecovery, // 攻击后摇阶段自动触发(最常用)
- OnParriedSuccess, // 被成功弹反后触发
- OnCounterSkillHit, // 被特定玩家技能命中后触发
- OnPhaseTransition, // 阶段转换动画期间触发
- OnHazardBackfire, // 自己的场景危险伤到自己后触发
- OnSummonDefeated, // 召唤物被击败后触发
- Manual, // 由 Animator / Timeline 手动触发
-}
-
-public enum WeakPointType
-{
- FullBody, // 全身都是弱点
- HeadOnly, // 仅头部
- BackOnly, // 仅背部(需要玩家绕后)
- CoreExposed, // 核心部位暴露(通常在特定动画帧)
- CustomPoint, // 自定义坐标(用 Transform 引用)
-}
-```
-
-### 4.2 BossWeakPointTracker(运行时组件)
-
-```csharp
-namespace BaseGames.Enemies.Boss.Skills
-{
- ///
- /// 挂载于 BossBase,追踪并管理当前活跃的脆弱窗口。
- /// 由 BossSkillExecutor 在技能执行过程中驱动。
- ///
- public class BossWeakPointTracker : MonoBehaviour
- {
- [SerializeField] VoidEventChannelSO _onVulnerabilityOpened;
- [SerializeField] VoidEventChannelSO _onVulnerabilityClosed;
-
- bool _isVulnerable;
- float _damageMultiplierOverride = 1f;
- WeakPointType _activeWeakPoint;
- Coroutine _windowCoroutine;
-
- public bool IsVulnerable => _isVulnerable;
- public float DamageMultiplierOverride => _damageMultiplierOverride;
-
- public void OpenWindow(VulnerabilityWindowConfig cfg)
- {
- if (_windowCoroutine != null) StopCoroutine(_windowCoroutine);
- _windowCoroutine = StartCoroutine(RunWindow(cfg));
- }
-
- public void ForceCloseWindow()
- {
- if (_windowCoroutine != null) StopCoroutine(_windowCoroutine);
- CloseWindow();
- }
-
- // ── HurtBox 伤害修正 Hook ──
- // 当 BossHurtBox.ReceiveDamage 被调用时,检查 IsVulnerable
- // 并将 DamageInfo 的 FinalDamage 乘以 DamageMultiplierOverride
- // 此修正在 HurtBox 层完成,BossSkillSystem 无需感知具体伤害计算
-
- IEnumerator RunWindow(VulnerabilityWindowConfig cfg)
- {
- yield return new WaitForSeconds(cfg.triggerDelay);
- _isVulnerable = true;
- _damageMultiplierOverride = cfg.damageMultiplier;
- _activeWeakPoint = cfg.weakPointType;
- cfg.openFeedback?.Play(transform.position);
- _onVulnerabilityOpened.Raise();
-
- yield return new WaitForSeconds(cfg.duration);
- CloseWindow();
- cfg.closeFeedback?.Play(transform.position);
- }
-
- void CloseWindow()
- {
- _isVulnerable = false;
- _damageMultiplierOverride = 1f;
- _onVulnerabilityClosed.Raise();
- }
- }
-}
-```
-
----
-
-## 5. 玩家反制接口
-
-### 5.1 设计意图
-
-每个 Boss 技能必须声明**玩家可用哪些动作/技能来反制它**,以及**反制成功后发生什么**。
-这保证了:策划在设计技能时同时设计反制路径;代码层提供一致的反制响应框架。
-
-### 5.2 PlayerCounterResponse
-
-```csharp
-[Serializable]
-public struct PlayerCounterResponse
-{
- [Header("反制条件")]
- public CounterType counterType; // 玩家用什么触发反制
- public string requiredSkillId; // counterType = SpecificSkill 时填写技能 ID
-
- [Header("反制效果(对 Boss)")]
- public float bossStaggerDuration; // 强制硬直时长(秒,0 = 不强制硬直)
- public float bossDamageBonus; // 对 Boss 的额外伤害倍率(0 = 不额外加)
- public bool openVulnWindow; // 是否触发 VulnerabilityWindow
- public bool interruptSkill; // 是否打断 Boss 当前技能
-
- [Header("反制收益(对玩家)")]
- public int soulPowerGrant; // 给予玩家的灵力数量
- public int spiritPowerGrant; // 给予玩家的魄元数量
- public FeedbackPresetSO counterFeedback; // 成功反制的特效/音效反馈
-}
-
-public enum CounterType
-{
- Parry, // 弹反成功
- PerfectParry, // 完美弹反
- DodgeThrough, // 冲刺穿越攻击(无敌帧通过)
- SpecificSkill, // 使用特定技能(填 requiredSkillId)
- WeakPointHit, // 命中暴露的弱点
- HazardBackfire, // 利用场景危险伤到 Boss
- SummonKill, // 击败召唤物
-}
-```
-
-### 5.3 反制接口的运行时处理
-
-```csharp
-// BossSkillExecutor 在技能生命周期内注册/注销反制监听
-public class BossSkillExecutor : MonoBehaviour
-{
- // 在 StartPattern 时调用:
- void RegisterCounters(BossSkillSO skill)
- {
- foreach (var resp in skill.counterResponses)
- {
- CounterEventBus.Subscribe(resp.counterType, resp.requiredSkillId,
- () => ApplyCounterResponse(resp));
- }
- }
-
- // 在 EndPattern 时调用:
- void UnregisterCounters(BossSkillSO skill) { /* 同步注销 */ }
-
- void ApplyCounterResponse(PlayerCounterResponse resp)
- {
- if (resp.interruptSkill) _orchestrator.AbortCurrentPattern();
- if (resp.bossStaggerDuration > 0) ApplyStagger(resp.bossStaggerDuration);
- if (resp.openVulnWindow) _weakPointTracker.OpenWindow(/* 从技能配置取 */);
- if (resp.soulPowerGrant > 0) _onGrantPlayerSoulPower.Raise(resp.soulPowerGrant);
- if (resp.spiritPowerGrant > 0)_onGrantPlayerSpiritPower.Raise(resp.spiritPowerGrant);
- resp.counterFeedback?.Play(transform.position);
- }
-}
-```
-
----
-
-## 6. Boss 技能序列系统
-
-### 6.1 序列的定义
-
-"技能序列"指一组技能按**条件/状态**依次执行,形成更复杂的战术模式:
-
-- **线性序列**:技能 A → 等待 → 技能 B(连招/二段技)
-- **分支序列**:技能 A → 判断玩家位置 → 技能 B 或技能 C
-- **条件序列**:技能 A 成功命中 → 追加技能 B(否则取消)
-
-### 6.2 SkillSequenceSO
-
-```csharp
-[CreateAssetMenu(menuName = "Enemies/Boss/SkillSequence")]
-public class SkillSequenceSO : ScriptableObject
-{
- public string sequenceId;
- public SequenceNode[] nodes; // 序列中的节点列表(按执行顺序)
-}
-
-[Serializable]
-public class SequenceNode
-{
- [Header("节点信息")]
- public string nodeId;
- public SequenceNodeType nodeType;
-
- // ── SkillNode 类型 ──
- public BossSkillSO skill; // 要执行的技能
-
- // ── WaitNode 类型 ──
- public float waitDuration; // 等待时长(秒)
-
- // ── BranchNode 类型 ──
- public SequenceBranchCondition branchCondition;
- public string trueNodeId; // 条件为真时跳转到的节点 ID
- public string falseNodeId; // 条件为假时跳转到的节点 ID
-
- // ── AbortCondition(所有节点通用)──
- [Tooltip("满足此条件时提前终止序列")]
- public SequenceAbortCondition abortCondition;
-}
-
-public enum SequenceNodeType
-{
- SkillNode, // 执行一个 BossSkillSO
- WaitNode, // 等待固定时间
- BranchNode, // 条件分支
- ArenaEventNode,// 触发场景事件(不执行攻击)
-}
-
-[Serializable]
-public struct SequenceBranchCondition
-{
- public BranchConditionType type;
- [Range(0f,1f)] public float hpThreshold; // HPBelow 时使用
- public float range; // InRange 时使用
-}
-
-public enum BranchConditionType
-{
- PlayerInRange,
- PlayerAbove,
- HPBelow,
- LastSkillParried, // 上一个技能被弹反
- LastSkillHit, // 上一个技能命中了玩家
-}
-```
-
-### 6.3 BossSequenceRunner
-
-```csharp
-///
-/// 运行 SkillSequenceSO 的协程控制器,挂载于 BossBase。
-/// 由 BehaviorDesigner 的 Action Task RunBossSequence 调用。
-///
-public class BossSequenceRunner : MonoBehaviour
-{
- public bool IsRunning { get; private set; }
-
- public void RunSequence(SkillSequenceSO sequence, Transform player,
- System.Action onComplete = null)
- {
- if (IsRunning) return;
- StartCoroutine(ExecuteSequence(sequence, player, onComplete));
- }
-
- public void AbortSequence() { StopAllCoroutines(); IsRunning = false; }
-
- IEnumerator ExecuteSequence(SkillSequenceSO seq, Transform player,
- System.Action onComplete)
- {
- IsRunning = true;
- var nodeMap = seq.nodes.ToDictionary(n => n.nodeId);
- var node = seq.nodes[0]; // 从第一个节点开始
-
- while (node != null)
- {
- // 检查提前终止
- if (CheckAbort(node.abortCondition)) break;
-
- switch (node.nodeType)
- {
- case SequenceNodeType.SkillNode:
- yield return ExecuteSkillNode(node.skill, player);
- node = GetNextNode(nodeMap, node, isSequential: true);
- break;
-
- case SequenceNodeType.WaitNode:
- yield return new WaitForSeconds(node.waitDuration);
- node = GetNextNode(nodeMap, node, isSequential: true);
- break;
-
- case SequenceNodeType.BranchNode:
- bool cond = EvaluateBranch(node.branchCondition, player);
- string nextId = cond ? node.trueNodeId : node.falseNodeId;
- node = string.IsNullOrEmpty(nextId) ? null : nodeMap.GetValueOrDefault(nextId);
- break;
-
- case SequenceNodeType.ArenaEventNode:
- TriggerArenaEvent(node);
- node = GetNextNode(nodeMap, node, isSequential: true);
- break;
- }
- }
-
- IsRunning = false;
- onComplete?.Invoke();
- }
- // ... 内部辅助方法省略(由具体 Boss 实现扩展)
-}
-```
-
----
-
-## 7. Boss 资源系统(愤怒 / 状态充能)
-
-### 7.1 设计意图
-
-部分 Boss 需要"积累状态"才能释放最强技能,或受到一定伤害后进入特殊形态。
-`BossResourceSystem` 提供一个轻量级、可配置的通用资源层,不强制每个 Boss 都使用。
-
-### 7.2 BossResourceConfigSO
-
-```csharp
-[CreateAssetMenu(menuName = "Enemies/Boss/ResourceConfig")]
-public class BossResourceConfigSO : ScriptableObject
-{
- public string resourceId; // 如 "Rage" / "PhaseCharge"
- public string displayName;
- public float maxValue;
- public float startValue; // 初始值(通常 0)
-
- [Header("自动变化")]
- public float passiveRate; // 每秒自动变化量(正=增长/负=衰减,0=不自动)
- public float onTakeDamageGain; // 每受到 1 点伤害积累量
- public float onSkillUseGain; // 每使用一次技能积累量
-
- [Header("满值效果")]
- public bool autoTriggerOnFull; // 是否满值时自动触发效果
- public BossSkillSO fullTriggerSkill; // 触发的技能
- public float resetValueAfterTrigger; // 触发后重置到的值
-}
-
-public struct BossResourceCost
-{
- public string resourceId; // 对应 BossResourceConfigSO.resourceId
- public float cost; // 消耗量(0 = 不消耗资源)
- public float minRequired;// 使用此技能的最低资源要求
-}
-```
-
-### 7.3 BossResourceTracker(运行时)
-
-```csharp
-public class BossResourceTracker : MonoBehaviour
-{
- BossResourceConfigSO _config;
- float _current;
-
- public float Current => _current;
- public float Ratio => _current / _config.maxValue;
- public bool IsFull => _current >= _config.maxValue;
-
- public void Gain(float amount)
- {
- _current = Mathf.Clamp(_current + amount, 0, _config.maxValue);
- if (IsFull && _config.autoTriggerOnFull) TriggerFullEffect();
- }
-
- public bool TryConsume(BossResourceCost cost)
- {
- if (cost.resourceId != _config.resourceId) return true; // 不相关资源直接通过
- if (_current < cost.minRequired) return false;
- _current -= cost.cost;
- return true;
- }
-}
-```
-
----
-
-## 8. 场景联动接口
-
-### 8.1 设计意图
-
-Boss 技能可以**触发场景变化**(破坏平台、激活陷阱、改变重力等),这些变化通过接口解耦,不在 BossSkillSO 中硬编码场景引用。
-
-### 8.2 IArenaInteractable
-
-```csharp
-///
-/// 场景中可被 Boss 技能交互的对象实现此接口。
-/// 无需引用 Boss;Boss 通过 ArenaEventBus 广播,场景监听并响应。
-///
-public interface IArenaInteractable
-{
- string ArenaObjectId { get; } // 唯一标识(在 BossSkillSO.arenaEvents 中引用)
- void OnBossArenaEvent(ArenaEventData data);
-}
-```
-
-### 8.3 ArenaEventTrigger & ArenaEventData
-
-```csharp
-[Serializable]
-public struct ArenaEventTrigger
-{
- public string targetArenaObjectId; // 要影响的场景物件 ID(空 = 广播给所有)
- public ArenaEventType eventType;
- public float delay; // 从技能触发到场景事件的延迟(秒)
- public ArenaEventParams parameters;
-}
-
-public enum ArenaEventType
-{
- DestroyPlatform, // 破坏指定平台
- ActivateHazard, // 激活陷阱(如喷火管)
- DeactivateHazard, // 关闭陷阱
- SpawnHazardArea, // 生成持续危险区域(熔岩/毒液水坑)
- ShakeArena, // 场景震动
- ToggleLighting, // 切换场景光照(Boss 技能令场景变暗等)
- SpawnPlatform, // 生成新平台(阶段 2 变化)
- TriggerCutscene, // 触发小型过场(无需外部管理)
-}
-
-[Serializable]
-public struct ArenaEventParams
-{
- public float duration; // 效果持续时间(0 = 永久或由物件自行管理)
- public float intensity; // 强度(如震动幅度、危险区域半径)
- public bool revertsOnPhaseEnd; // 阶段结束时是否恢复
-}
-
-[Serializable]
-public struct ArenaEventData
-{
- public ArenaEventType type;
- public ArenaEventParams parameters;
- public string sourceSkillId; // 来源技能 ID(供物件做条件判断)
-}
-```
-
-### 8.4 ArenaEventBus(单例)
-
-```csharp
-public static class ArenaEventBus
-{
- static readonly Dictionary> _registry = new();
-
- public static void Register(IArenaInteractable obj)
- {
- if (!_registry.TryGetValue(obj.ArenaObjectId, out var list))
- _registry[obj.ArenaObjectId] = list = new List();
- list.Add(obj);
- }
-
- public static void Unregister(IArenaInteractable obj) { /* ... */ }
-
- public static void Dispatch(ArenaEventTrigger trigger)
- {
- var data = new ArenaEventData
- {
- type = trigger.eventType,
- parameters = trigger.parameters,
- sourceSkillId = "" // 由调用方填入
- };
-
- if (string.IsNullOrEmpty(trigger.targetArenaObjectId))
- {
- // 广播给所有注册物件
- foreach (var list in _registry.Values)
- foreach (var obj in list) obj.OnBossArenaEvent(data);
- }
- else if (_registry.TryGetValue(trigger.targetArenaObjectId, out var targets))
- {
- foreach (var obj in targets) obj.OnBossArenaEvent(data);
- }
- }
-}
-```
-
----
-
-## 9. 平衡数据模板
-
-### 9.1 BossSkillBalanceSheet(SO 内联数据,用于策划填写)
-
-```csharp
-[Serializable]
-public struct BossSkillBalanceNote
-{
- // ── 设计阶段填写(不参与运行时逻辑)──
- [Header("威胁评估")]
- public SkillThreatLevel threatLevel;
- public CounterRewardLevel counterReward;
-
- [Header("节奏设计")]
- [Tooltip("此技能在战斗中的频率意图(低/中/高)")]
- public SkillFrequencyHint frequencyHint;
- [Tooltip("此技能是否作为阶段标志性技能")]
- public bool isSignatureSkill;
-
- [Header("学习曲线")]
- [Tooltip("玩家第几次遭遇此 Boss 时通常能学会应对此技能")]
- public int expectedLearnEncounter;
- [Tooltip("正确应对此技能所需的前置技能/知识")]
- [TextArea(1,3)]
- public string prerequisiteKnowledge;
-}
-
-public enum SkillFrequencyHint { Rare, Occasional, Frequent }
-```
-
-### 9.2 平衡时序模板
-
-策划在填写 `AttackPatternSO` 的时序数据时,参考以下基准:
-
-| 技能类型 | 预警时长参考 | 前摇参考 | 后摇参考(脆弱窗口)|
-|---------|-----------|---------|-----------------|
-| 轻型近战 | 0.3-0.5s | 0.15-0.2s | 0.3-0.5s |
-| 重型近战 | 0.7-1.0s | 0.3-0.5s | 0.6-1.0s |
-| 冲刺 | 0.5-0.8s | 0.2s | 0.4-0.6s(撞墙后)|
-| 单发弹射 | 0.5-0.7s | 0.2s | 0.3-0.5s |
-| 多发弹幕 | 0.8-1.2s | 0.3s | 0.5-0.8s |
-| 召唤技 | 1.0-1.5s | 0.5s | 1.0-2.0s(召唤期间脆弱)|
-| 阶段技 | 1.5-2.5s(无法打断)| 0.5-1.0s | 全段脆弱 |
-
-### 9.3 难度缩放协议
-
-每个 `BossSkillSO` 对应的 `AttackPatternSO` 不直接存储难度缩放值;
-缩放通过 `DifficultyScalerSO`(见 [29_DifficultySystem](./29_DifficultySystem.md))统一处理:
-
-```
-DifficultyScalerSO
- ├─ damageMultiplier → 作用于 DamageSourceSO.BaseDamage
- ├─ telegraphMultiplier → 作用于 AttackPatternSO.telegraphDuration(Easy 加长 / Hard 缩短)
- ├─ recoveryMultiplier → 作用于 AttackPatternSO.recoveryDuration(Easy 加长脆弱 / Hard 缩短)
- └─ phaseTransitionDelay → 阶段转换动画时长(Easy 加长逃跑时间)
-```
-
----
-
-## 10. 编辑器工作流
-
-### 10.1 创建一个 Boss 技能的完整步骤
-
-```
-Step 1 — 在 Inspector 中填写 BossSkillSO
- ├─ 填写 skillId: {BossId}_{SkillName}(如 "SpiderGuard_WebShot")
- ├─ 选择 category 和 tags
- ├─ 选择 threatLevel 和 counterReward(平衡笔记)
- └─ 填写 designNote(一两句话说明该技能的设计意图)
-
-Step 2 — 创建对应 AttackPatternSO(19_BossPatternLibrary §2)
- ├─ 填写时序数据(参考 §9.2 时序模板)
- ├─ 配置 TelegraphConfig(预警类型 + 资产)
- ├─ 配置 DamageSourceSO(复用或新建)
- └─ 将 AttackPatternSO 拖入 BossSkillSO.attackPatterns[]
-
-Step 3 — 配置脆弱窗口(VulnerabilityWindowConfig)
- ├─ 选择 triggerType(通常 OnAttackRecovery)
- ├─ 设置 duration 和 damageMultiplier
- └─ 拖入 openFeedback / closeFeedback 预设
-
-Step 4 — 配置玩家反制接口(PlayerCounterResponse[])
- ├─ 为每种有效反制方式添加一个 Response 条目
- ├─ 设置对 Boss 的影响(stagger / vulnWindow)
- └─ 设置对玩家的资源奖励
-
-Step 5 — 将 BossSkillSO 添加到 BossPhaseConfigSO.patterns[]
- └─ 注意:BossPhaseConfigSO 中存放 AttackPatternSO;
- BossSkillSO 是对 AttackPatternSO 的上层包装,
- BossSkillExecutor 通过 BossSkillSO 间接驱动 BossOrchestrator
-
-Step 6 — 在 Editor PlayMode 中使用 BossSkillTestWindow 测试
- ├─ 选择 Boss Prefab
- ├─ 点击技能名称强制触发该技能
- └─ 查看脆弱窗口和反制效果是否正常
-```
-
-### 10.2 BossSkillTestWindow(编辑器工具)
-
-```csharp
-// Editor/BossSkillTestWindow.cs
-// 依赖:仅在 UnityEditor 命名空间下可用(UNITY_EDITOR 宏保护)
-public class BossSkillTestWindow : EditorWindow
-{
- GameObject _bossPrefab;
- BossSkillSO _selectedSkill;
-
- // 功能:
- // 1. 在 PlayMode 中选择场景内 Boss,列出其所有 BossSkillSO
- // 2. 点击"强制触发"→ 调用 BossSkillExecutor.ForceExecuteSkill(skill)
- // 3. 实时显示当前脆弱窗口状态(时长倒计时 + 伤害倍率)
- // 4. 显示最近 10 次技能触发记录(时间戳 + 玩家是否成功反制)
-}
-```
-
----
-
-## 11. 事件频道扩展
-
-以下事件频道为 `BossSkillSystem` 专有,在 `00_Overview §7` 频道清单基础上补充:
-
-| 频道 SO 名称 | 类型 | 数据 | 说明 |
-|------------|------|------|------|
-| `BossSkill_OnSkillStarted` | `StringEventChannelSO` | skillId | 技能开始执行时广播 |
-| `BossSkill_OnSkillEnded` | `StringEventChannelSO` | skillId | 技能结束时广播 |
-| `BossSkill_OnVulnWindowOpened` | `VoidEventChannelSO` | — | 脆弱窗口开启 |
-| `BossSkill_OnVulnWindowClosed` | `VoidEventChannelSO` | — | 脆弱窗口关闭 |
-| `BossSkill_OnCounterSuccess` | `StringEventChannelSO` | counterType | 玩家反制成功 |
-| `BossSkill_OnGrantSoulPower` | `IntEventChannelSO` | 灵力数量 | 反制奖励灵力 |
-| `BossSkill_OnGrantSpiritPower` | `IntEventChannelSO` | 魄元数量 | 反制奖励魄元 |
-| `BossSkill_OnArenaEventTriggered` | `StringEventChannelSO` | eventType | 场景联动事件触发 |
-| `BossSkill_OnSequenceStarted` | `StringEventChannelSO` | sequenceId | 技能序列开始 |
-| `BossSkill_OnSequenceEnded` | `StringEventChannelSO` | sequenceId | 技能序列结束 |
-
----
-
-## 12. 资产路径规范
-
-```
-Assets/ScriptableObjects/Enemies/Boss/
- ├── {BossId}/
- │ ├── Skills/
- │ │ ├── BSK_{BossId}_{SkillName}.asset ← BossSkillSO
- │ │ └── SEQ_{BossId}_{SequenceName}.asset ← SkillSequenceSO(可选)
- │ ├── Phases/
- │ │ ├── BPC_{BossId}_Phase1.asset ← BossPhaseConfigSO(来自 19)
- │ │ └── ...
- │ ├── Patterns/
- │ │ └── AP_{BossId}_{PatternName}.asset ← AttackPatternSO(来自 19)
- │ └── Resources/
- │ └── BRC_{BossId}_Rage.asset ← BossResourceConfigSO(可选)
- └── Shared/
- └── DamageSource/
- └── DS_Boss_{Type}.asset ← 多 Boss 复用的 DamageSourceSO
-```
-
-命名约定:
-- `BSK_` — BossSkillSO
-- `SEQ_` — SkillSequenceSO
-- `BPC_` — BossPhaseConfigSO
-- `AP_` — AttackPatternSO
-- `BRC_` — BossResourceConfigSO
-- `DS_` — DamageSourceSO