diff --git a/Assets/_Game/Scripts/Enemies/Abilities/AnimatedCeilingDropAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/AnimatedCeilingDropAbility.cs
index 555cbf40..947f3307 100644
--- a/Assets/_Game/Scripts/Enemies/Abilities/AnimatedCeilingDropAbility.cs
+++ b/Assets/_Game/Scripts/Enemies/Abilities/AnimatedCeilingDropAbility.cs
@@ -1,5 +1,6 @@
using System.Collections;
using Animancer;
+using BaseGames.AI;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
@@ -67,8 +68,8 @@ namespace BaseGames.Enemies.Abilities
yield return EnemyAbilityWaits.Get(_recoveryTime);
- // SetAiPhase(Patrol) 自动播放 AnimConfig.Walk(地面移动动画)
- _enemy.SetAiPhase(AiPhase.Patrol);
+ // PlayLocomotionClip(Patrol) 播放 AnimConfig.Walk(地面移动动画)
+ _enemy.PlayLocomotionClip(LocomotionMode.Patrol);
}
private bool IsGrounded()
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/AppearAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/AppearAbility.cs
index 98b0dfd5..be42f1e5 100644
--- a/Assets/_Game/Scripts/Enemies/Abilities/AppearAbility.cs
+++ b/Assets/_Game/Scripts/Enemies/Abilities/AppearAbility.cs
@@ -19,7 +19,6 @@ namespace BaseGames.Enemies.Abilities
_animancer.Play(_appearClip);
yield return EnemyAbilityWaits.Get(_appearClip.Clip.length);
- _enemy.SetAiPhase(AiPhase.Combat);
}
}
}
diff --git a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs b/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
index 5288c979..778f2e10 100644
--- a/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
+++ b/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
@@ -22,11 +22,11 @@ namespace BaseGames.Enemies.Abilities
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
+ _enemy.SetEngaged(true);
// 追击行为的速度/阶段声明归本能力(AI 只触发能力,不做这些执行)
if (_enemy.Nav != null && _enemy.Stats != null)
_enemy.Nav.SetSpeed(_enemy.Stats.RunSpeed);
- _enemy.SetAiPhase(AiPhase.Chase);
if (_loopClip.Clip != null)
_animancer.Play(_loopClip);
@@ -55,6 +55,7 @@ namespace BaseGames.Enemies.Abilities
{
if (_contactDamage != null)
_contactDamage.enabled = false;
+ _enemy.SetEngaged(false);
_enemy.Locomotion?.Stop();
}
}
diff --git a/Assets/_Game/Scripts/Enemies/AiPhase.cs b/Assets/_Game/Scripts/Enemies/AiPhase.cs
deleted file mode 100644
index b60a9b09..00000000
--- a/Assets/_Game/Scripts/Enemies/AiPhase.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-namespace BaseGames.Enemies
-{
- ///
- /// 敌人 AI 行为阶段枚举(独立于 EnemyStateType 的物理/战斗状态)。
- ///
- /// 两套状态正交关系:
- /// - :受击/击飞/死亡等物理事件驱动的瞬时状态。
- /// - :行为树主动切换的持续阶段,反映 AI 当前的战术意图。
- ///
- /// 典型切换路径:
- ///
- /// Idle / Patrol
- /// → [感知触发] → Alert(短暂警觉动作)
- /// → Chase(追击)
- /// → Combat(攻击范围内)
- /// ↓ 丢失视线超时
- /// → Investigate(前往最后可见位置搜查)
- /// ↓ 搜查完成或超出范围
- /// → ReturnHome(归位)→ Patrol
- ///
- ///
- public enum AiPhase
- {
- /// 未激活,静止或播放待机循环动画。
- Idle,
-
- /// 沿路点或随机目的地正常巡逻,无感知威胁。
- Patrol,
-
- /// 感知到威胁后的短暂警觉过渡阶段,通常播放抬头/发现动作后进入 Chase。
- Alert,
-
- /// 全力追击玩家,使用奔跑速度。
- Chase,
-
- /// 玩家在攻击距离内,准备或正在执行攻击。
- Combat,
-
- /// 丢失目标后前往最后可见坐标搜查,若无发现则切 ReturnHome 或 Patrol。
- Investigate,
-
- /// 超出追击范围或搜查结束后归位到初始位置。
- ReturnHome,
- }
-}
diff --git a/Assets/_Game/Scripts/Enemies/AiPhase.cs.meta b/Assets/_Game/Scripts/Enemies/AiPhase.cs.meta
deleted file mode 100644
index fd8a2528..00000000
--- a/Assets/_Game/Scripts/Enemies/AiPhase.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: f2390565562baf84fb61b592c2dade24
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Enemies/EnemyBase.cs b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
index fc27d1ef..bdaf42dc 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyBase.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyBase.cs
@@ -88,14 +88,6 @@ namespace BaseGames.Enemies
private EnemyStateType _currentState;
public EnemyStateType CurrentState => _currentState;
- // ── AI 行为阶段(独立于物理/战斗状态)────────────────────────────────
- private AiPhase _currentAiPhase = AiPhase.Idle;
- /// 当前 AI 行为阶段(BD 任务读取;ForceState 不会改变此值)。
- public AiPhase CurrentAiPhase => _currentAiPhase;
-
- /// AI 行为阶段变更时触发,可用于驱动外部系统(音效/视觉效果等)。
- public event System.Action OnAiPhaseChanged;
-
// ── 导航语义(归位 / 搜查)────────────────────────────────────────────
/// Awake/Start 时记录的初始世界坐标,供 BD_ReturnToHome 归位使用。
public Vector2 HomePosition { get; private set; }
@@ -116,7 +108,6 @@ namespace BaseGames.Enemies
#if UNITY_EDITOR
[Header("── 运行时调试(仅 Editor)──")]
[SerializeField] private EnemyStateType _dbg_CurrentState;
- [SerializeField] private AiPhase _dbg_AiPhase;
[SerializeField] private bool _dbg_HasPlayer;
[SerializeField] private Vector2 _dbg_LastKnownPos;
#endif
@@ -243,6 +234,10 @@ namespace BaseGames.Enemies
public EnemyAiBrain Brain => _brain;
private EnemyAiBrain _brain;
+ /// 是否处于交战(追击/攻击)中——供群体警戒判断"已交战不降级"。由 Chase 能力置位。
+ public bool IsEngaged { get; private set; }
+ public void SetEngaged(bool engaged) => IsEngaged = engaged;
+
// ── BD 行为树接口(虚方法)────────────────────────────────────────
public virtual void MoveTo(Vector2 target)
@@ -446,45 +441,13 @@ namespace BaseGames.Enemies
public void ReceiveAlert(Transform sharedPlayerTransform, Vector2 lastKnownPos)
{
if (!IsAlive) return;
- if (_currentAiPhase == AiPhase.Chase || _currentAiPhase == AiPhase.Combat) return;
+ if (IsEngaged) return;
// 同步玩家引用(若本敌人尚未感知到玩家)
if (sharedPlayerTransform != null && _playerTransform == null)
_playerTransform = sharedPlayerTransform;
LastKnownPlayerPosition = lastKnownPos;
- SetAiPhase(AiPhase.Alert);
- }
-
- [Header("AI 行为阶段")]
- [Tooltip("SetAiPhase 变更时是否自动播放 AnimConfig 中对应的阶段动画(如 Alert/Investigate)")]
- [SerializeField] private bool _autoPlayPhaseAnimation = true;
-
- ///
- /// 设置 AI 行为阶段,并广播 事件。
- /// 若 为 true,自动播放 AnimConfig 对应动画。
- /// 由 BD Task(BD_SetAiPhase / BD_ChasePlayer 等)调用;
- /// 不触发受击/死亡等 EnemyStateType 流程。
- ///
- public void SetAiPhase(AiPhase phase)
- {
- if (_currentAiPhase == phase) return;
- _currentAiPhase = phase;
- OnAiPhaseChanged?.Invoke(phase);
-
- if (_autoPlayPhaseAnimation && _animancer != null && _animConfig != null)
- {
- var clip = phase switch
- {
- AiPhase.Alert => _animConfig.Alert,
- AiPhase.Investigate => _animConfig.Investigate ?? _animConfig.Walk,
- AiPhase.Patrol => _animConfig.Walk,
- AiPhase.ReturnHome => _animConfig.Walk,
- AiPhase.Chase => _animConfig.Run,
- AiPhase.Idle => _animConfig.Idle,
- _ => null,
- };
- if (clip != null) _animancer.Play(clip);
- }
+ PlayLocomotionClip(LocomotionMode.Face);
}
/// 按当前移动模式播放步态动画(由 EnemyLocomotion 在模式变化时调用)。
@@ -620,7 +583,6 @@ namespace BaseGames.Enemies
#if UNITY_EDITOR
_dbg_CurrentState = _currentState;
- _dbg_AiPhase = _currentAiPhase;
_dbg_HasPlayer = _playerTransform != null;
_dbg_LastKnownPos = LastKnownPlayerPosition;
#endif
@@ -749,7 +711,7 @@ namespace BaseGames.Enemies
// 重置状态(对象池复用:跳过 Dead 终态守卫,强制恢复到 Controlled)
ForceStateRespawn(EnemyStateType.Controlled);
- _currentAiPhase = AiPhase.Idle;
+ IsEngaged = false;
// 重置对象池复用相关的运行时感知数据
// 注意:_playerTransform 不重置(场景中玩家仍存在),只重置追踪历史
@@ -809,21 +771,11 @@ namespace BaseGames.Enemies
// ── 运行时:AI 状态标签(常态可见,无需选中)────────────────
if (Application.isPlaying)
{
- Color phaseColor = _currentAiPhase switch
- {
- AiPhase.Idle => Color.gray,
- AiPhase.Patrol => Color.green,
- AiPhase.Alert => Color.yellow,
- AiPhase.Chase => new Color(1f, 0.5f, 0f),
- AiPhase.Combat => Color.red,
- AiPhase.Investigate => Color.cyan,
- AiPhase.ReturnHome => Color.blue,
- _ => Color.white,
- };
+ Color phaseColor = Color.yellow;
UnityEditor.Handles.color = phaseColor;
UnityEditor.Handles.Label(
transform.position + Vector3.up * 1.2f,
- $"[{_currentAiPhase}] {_currentState}");
+ $"[{(_brain != null ? _brain.CurrentStateName : "-")}] {_currentState}");
}
// ── 运行时:LOS 连线 ────────────────────────────────────────
@@ -860,20 +812,10 @@ namespace BaseGames.Enemies
// 感知范围圆形 Gizmo 由 PhysicsPerceptionSystemEditor [DrawGizmo] 统一绘制,
// 此处不重复绘制。
- // 运行时:选中时绘制 AiPhase 彩色外圆(突出显示当前状态)
+ // 运行时:选中时绘制 AI 状态外圆(突出显示当前决策状态)
if (Application.isPlaying)
{
- Color phaseColor = _currentAiPhase switch
- {
- AiPhase.Idle => Color.gray,
- AiPhase.Patrol => Color.green,
- AiPhase.Alert => Color.yellow,
- AiPhase.Chase => new Color(1f, 0.5f, 0f),
- AiPhase.Combat => Color.red,
- AiPhase.Investigate => Color.cyan,
- AiPhase.ReturnHome => Color.blue,
- _ => Color.white,
- };
+ Color phaseColor = Color.yellow;
Gizmos.color = phaseColor;
Gizmos.DrawWireSphere(transform.position, 0.5f);
}
diff --git a/Assets/_Game/Scripts/Enemies/EnemyDebugOverlay.cs b/Assets/_Game/Scripts/Enemies/EnemyDebugOverlay.cs
index 911aae25..89f52dfd 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyDebugOverlay.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyDebugOverlay.cs
@@ -8,7 +8,7 @@ namespace BaseGames.Enemies
///
/// 运行时 AI 状态调试叠加层(仅 Editor)。
/// 挂到敌人 Prefab 根节点,运行时在场景视图 / GameView 上显示:
- /// - AiPhase / EnemyStateType
+ /// - AI 决策状态 / EnemyStateType
/// - 当前激活的能力名称及运行状态
/// - LOS 状态 / 到玩家距离
/// - Boss:技能执行状态 + 各技能冷却倒计时
@@ -85,8 +85,8 @@ namespace BaseGames.Enemies
// 名称
list.Add($"{gameObject.name}");
- // AiPhase + EnemyState
- list.Add($"Phase: {_enemy.CurrentAiPhase} State: {_enemy.CurrentState}");
+ // AI 决策状态 + EnemyState
+ list.Add($"Phase: {(_enemy.Brain != null ? _enemy.Brain.CurrentStateName : "-")} State: {_enemy.CurrentState}");
// 距离 + LOS
float dist = _enemy.Stats != null ? Mathf.Sqrt(_enemy.Stats.SqrDistanceToPlayer) : -1f;