docs(enemy): 移除寻路库实现计划(10任务/6阶段,TDD+编译门+回归门+PlayMode验收)

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# 移除寻路库 / 敌人导航框架重构 实现计划
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** 用约 200 行的"直接移动 + 地形夹紧"导航替换 405 行第三方寻路适配层,删除第三方寻路包(21,069 行)及对其源码的 4 处修改,同时收敛 3 处重复的卡死检测并修复 Pace 翻向缺陷。
**Architecture:** 可达性由 `EnemyMovement` 的墙/悬崖夹紧天然表达——"走过去、被夹停就是边界",不重建任何图/段结构。导航接口从 20+ 成员瘦身为 7 成员的 `IEnemyNavigator`,地面/飞行两个实现;巡逻策略与 AI 决策层契约不变。
**Tech Stack:** Unity 2022.3、C#、NUnit EditMode(经 MCP `unity_testing_run_tests` 运行)。
**设计文档:** `Docs_Dev/superpowers/specs/2026-07-28-enemy-navigation-without-pathfinding-design.md`
**通用验证(每个 Task 都要做):**
- **编译门**MCP `unity_execute_menu_item("Assets/Refresh")` → 等约 10 秒 → `unity_get_compilation_errors`,预期 0 错误。
- **测试门**MCP `unity_testing_run_tests({mode:"EditMode"})``unity_testing_get_job(jobId)`。**当前基线 191 条**,新增测试后基线上升(各 Task 注明)。
- **提交**:中文 + 类型前缀。每个 Task 独立提交。
**关键既有事实(已核实,可直接依赖):**
- 硬依赖 `using PathBerserker2d` 的仅 **4 个文件**`Navigation/EnemyNavAgent.cs``Editor/Enemies/Navigation/NavSurfaceBakeShortcut.cs``Editor/Scene/SceneObjectPlacerTool.cs``Editor/Scene/SceneScaffoldTools.cs`。其余文件仅在注释提及。
- `NavLinkType` / `INavLinkHandler` 是**项目自有抽象**,不含第三方类型。
- **Boss 代码完全不引用导航**(无 `.Nav`/`IPathAgent`/`MoveTo`/`Locomotion`),其预制体上的导航组件是冗余件。
- 敌人预制体除 `ENM_ChaoFeng` 外均已删除;场景敌人实例只有 `TestRoomA``ENM_CaoZhi`
-**同名陷阱**`UI/MainMenu/DataDrivenMainMenuController.cs``Nav`**UI 导航栈****不得改动**。
---
## 文件结构
**新建:**
- `Assets/_Game/Scripts/Enemies/StallDetector.cs` — 推进停滞检测(纯逻辑 struct)
- `Assets/_Game/Scripts/Enemies/IEnemyNavigator.cs` — 新导航接口 + `NullEnemyNavigator`
- `Assets/_Game/Scripts/Enemies/Navigation/GroundNavigator.cs` — 地面直接移动导航
- `Assets/Tests/EditMode/Enemies/StallDetectorTests.cs`
- `Assets/Tests/EditMode/Enemies/GroundNavigatorLogicTests.cs`
**修改:** `EnemyLocomotion.cs``RushAbility.cs``EnemyBase.cs``EnemyLocomotionEditor.cs``FlyingDirectNavigator.cs`(→`FlyingNavigator.cs`)、2 个 asmdef、3 个编辑器脚本
**删除:** `IPathAgent.cs``Navigation/EnemyNavAgent.cs``Editor/Enemies/Navigation/NavSurfaceBakeShortcut.cs``Assets/PathBerserker2d/`
---
# 阶段 P0:修 Pace 翻向缺陷 + 收敛卡死检测
> 此阶段与寻路库无关,独立成立。完成后寻路库仍在。
## Task 1: `StallDetector` 纯逻辑 structTDD
**Files:**
- Test: `Assets/Tests/EditMode/Enemies/StallDetectorTests.cs`
- Create: `Assets/_Game/Scripts/Enemies/StallDetector.cs`
- [ ] **Step 1: 先写失败测试**
创建 `Assets/Tests/EditMode/Enemies/StallDetectorTests.cs`
```csharp
using NUnit.Framework;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.Enemies
{
/// <summary>
/// StallDetector:窗口内净位移不足即判停滞。
/// 该逻辑原本在 3 处各写一遍(巡逻 Pace / 导航层 / 冲锋),此处集中钉住行为。
/// </summary>
public class StallDetectorTests
{
const float Window = 0.5f, MinProgress = 0.05f;
[Test]
public void BeforeWindowElapses_NeverStalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(0f, 0.1f)); // 完全没动,但窗口未到
Assert.IsFalse(d.Tick(0f, 0.1f));
}
[Test]
public void NoProgressOverWindow_Stalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(0f, 0.4f));
Assert.IsTrue (d.Tick(0f, 0.2f)); // 累计 0.6s ≥ 窗口,净位移 0
}
[Test]
public void EnoughProgressOverWindow_NotStalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(1f, 0.6f)); // 位移 1m 远超阈值
}
[Test]
public void ProgressJustBelowThreshold_Stalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsTrue(d.Tick(0.04f, 0.6f)); // 0.04 < 0.05
}
[Test]
public void ProgressCountsBothDirections()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(-1f, 0.6f)); // 向左移动同样算推进
}
[Test]
public void AfterStalled_WindowRestartsFromCurrentPosition()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsTrue (d.Tick(0f, 0.6f)); // 第一次判停滞
Assert.IsFalse(d.Tick(0f, 0.1f)); // 窗口已重开,未到期
Assert.IsTrue (d.Tick(0f, 0.6f)); // 再次到期且仍无推进
}
[Test]
public void Reset_ClearsAccumulatedTime()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
d.Tick(0f, 0.4f);
d.Reset(0f); // 重开窗口
Assert.IsFalse(d.Tick(0f, 0.2f)); // 只累计了 0.2s
}
[Test]
public void WithoutReset_FirstTickInitializes()
{
var d = new StallDetector(Window, MinProgress);
Assert.IsFalse(d.Tick(5f, 1f)); // 未 Reset 时首帧只做初始化,不误判
}
}
}
```
- [ ] **Step 2: 运行确认失败**
MCP`Assets/Refresh` → 等 10 秒 → `unity_get_compilation_errors`
预期:**编译失败**,报 `StallDetector` 不存在。
- [ ] **Step 3: 实现**
创建 `Assets/_Game/Scripts/Enemies/StallDetector.cs`
```csharp
using UnityEngine;
namespace BaseGames.Enemies
{
/// <summary>
/// 推进停滞检测:滑动窗口内的**净水平位移**不足阈值即判为停滞。
/// 用于"命令了移动却推不动"的兜底(撞上未纳入检测层的碰撞体、贴墙微抖等)。
///
/// <para>用净位移而非逐帧差值,避免"贴墙推进-被弹回"的微抖每帧重置计数。</para>
/// <para><b>调用方须以字段持有本结构</b>(struct 的方法会就地修改字段);
/// 开始移动 / 更换目标后调用 <see cref="Reset"/> 重开窗口。</para>
/// </summary>
public struct StallDetector
{
private readonly float _windowSeconds;
private readonly float _minProgress;
private float _timer;
private float _startX;
private bool _initialized;
/// <param name="windowSeconds">判定窗口时长(秒)。</param>
/// <param name="minProgress">窗口内所需的最小净位移(米)。</param>
public StallDetector(float windowSeconds, float minProgress)
{
_windowSeconds = windowSeconds;
_minProgress = minProgress;
_timer = 0f;
_startX = 0f;
_initialized = false;
}
/// <summary>以当前位置重开窗口。</summary>
public void Reset(float currentX)
{
_startX = currentX;
_timer = 0f;
_initialized = true;
}
/// <summary>
/// 推进一帧。返回 true 表示本窗口内推进不足(停滞);返回 true 后窗口自动以当前位置重开。
/// </summary>
public bool Tick(float currentX, float deltaTime)
{
if (!_initialized) { Reset(currentX); return false; }
_timer += deltaTime;
if (_timer < _windowSeconds) return false;
bool stalled = Mathf.Abs(currentX - _startX) < _minProgress;
_startX = currentX;
_timer = 0f;
return stalled;
}
}
}
```
- [ ] **Step 4: 编译门 + 测试**
预期 0 错误;EditMode **199 条**全绿(191 + 新增 8)。
- [ ] **Step 5: 提交**
```bash
git add Assets/_Game/Scripts/Enemies/StallDetector.cs Assets/Tests/EditMode/Enemies/StallDetectorTests.cs
git commit -m "feat(enemy): 新增 StallDetector 推进停滞检测(+8 单测),为收敛三处重复实现做准备"
```
---
## Task 2: 三处改用 `StallDetector` + 修复 Pace 翻向缺陷
**Files:**
- Modify: `Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs`
- Modify: `Assets/_Game/Scripts/Enemies/Abilities/RushAbility.cs`
- Modify: `Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs`
- [ ] **Step 1: `EnemyLocomotion` — Pace 改用 StallDetector 并修翻向**
字段区把 `_paceWindowStartX` / `_paceWindowFrames` 两个字段替换为:
```csharp
// Pace 推进停滞检测(原为 12 帧计数,@60fps ≈ 0.2s,改用统一原语并保持观感)
private StallDetector _paceStall = new StallDetector(0.2f, 0.05f);
```
`TickPatrol()``case PatrolStrategy.Pace:` 整段替换为:
```csharp
case PatrolStrategy.Pace: // 撞墙/悬崖翻向的来回踱步(速度驱动,不依赖 nav)
var mv = _enemy.Movement;
// 用与移动层夹紧同一判定(WouldBlockAhead,即时按请求方向+碰撞体前缘),
// 保证"夹停在地形边缘"与"掉头"一致,不会夹停却不翻向。
bool blocked = mv != null && mv.WouldBlockAhead(_paceDir);
// 兜底卡死检测:命令前进但窗口内净位移过小(撞上未挂检测层的墙/卡角,含贴墙微抖)也视为受阻。
if (_paceStall.Tick(_enemy.transform.position.x, Time.deltaTime)) blocked = true;
// 翻向:首次受阻翻一次(边沿触发,天然消抖);或"持续受阻但反方向畅通"也翻——
// 后者修复"顶着堵侧却因边沿触发失效而永远转不回来"的死锁。
// 两侧都堵(窄台)时只有边沿那一次翻向,之后保持,不来回抖。
bool oppositeFree = mv != null && !mv.WouldBlockAhead(-_paceDir);
if (blocked && (!_paceBlockedPrev || oppositeFree))
{
_paceDir = -_paceDir;
_paceStall.Reset(_enemy.transform.position.x); // 翻向后重开窗口
}
_paceBlockedPrev = blocked;
_enemy.MoveInDirection(_paceDir);
break;
```
- [ ] **Step 2: `RushAbility` — 内联停滞检测改用 StallDetector**
删除常量 `StuckWindowSeconds` / `StuckMinProgress`,改为字段:
```csharp
// 推进停滞检测(撞上未纳入墙层的碰撞体时兜底结束冲锋)
private StallDetector _stall = new StallDetector(0.15f, 0.05f);
```
`RushRoutine` 中删除 `winX` / `winT` 两个局部变量及其窗口判定块,改为:
```csharp
var body = _enemy.Body;
float elapsed = 0f;
_stall.Reset(_enemy.transform.position.x);
while (true)
{
if (body != null && body.HasPassed(lockX, dir)) break;
if (mv != null && mv.WouldHitWallAhead(dir)) break;
if (_cfg.maxDashDuration > 0f && elapsed >= _cfg.maxDashDuration) break;
_enemy.MoveInDirectionWithSpeed(dir, speed, allowLedgeCross: true);
yield return null;
float dt = Time.deltaTime;
elapsed += dt;
// 兜底:撞上未纳入墙层的碰撞体(玩家/边界墙)导致原地不动 → 结束本次冲锋
if (_stall.Tick(_enemy.transform.position.x, dt)) break;
}
```
- [ ] **Step 3: `EnemyNavAgent` — 段内推进停滞改用 StallDetector**
删除字段 `_stuckWinTimer` / `_stuckWinStartDist` / `_stuckWinInit`,改为:
```csharp
private StallDetector _segStall;
```
`Awake` 末尾初始化:
```csharp
_segStall = new StallDetector(_stuckWindowSeconds, _stuckMinProgress);
```
`TickStuckDetection(bool onSegment)` 整体替换为:
```csharp
// 卡死检测:段上移动时,窗口内净水平位移不足 → 判受阻(覆盖"障碍未进图"的物理空推)。
private void TickStuckDetection(bool onSegment)
{
if (!onSegment) { _segStall.Reset(transform.position.x); return; }
if (_segStall.Tick(transform.position.x, Time.fixedDeltaTime))
_obstructionSignal = true;
}
```
并把 `ResetStuckWindow()` 的实现改为 `_segStall.Reset(transform.position.x);`
> 注:原实现比较的是"到子目标的距离缩小量",新实现比较"净水平位移"。两者都用于识别"推不动",
> 后者与另外两处统一且不依赖子目标;行为差异仅在"绕行时距离不减但确实在移动"的场景——
> 那种情况下**新实现更准确**(不会误判为卡死)。
- [ ] **Step 4: 编译门 + 测试**
预期 0 错误;EditMode **199 条**全绿。
- [ ] **Step 5: PlayMode 验证 Pace 修复**
进 Play,禁用 `ENM_CaoZhi``EnemyAiBrain`,用反射把 `_patrolStrategy` 设为 `Pace`
把敌人放到平台左缘外侧悬空处(`center x = -22.30, y = 2.01`),`Locomotion.SetMode(Patrol)`
预期:敌人**能掉头走回平台**(修复前会永久顶着崖外不动)。验证后 `unity_play_mode({action:"stop"})`
- [ ] **Step 6: 提交**
```bash
git add Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs \
Assets/_Game/Scripts/Enemies/Abilities/RushAbility.cs \
Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs
git commit -m "refactor(enemy): 三处卡死检测收敛为 StallDetector;修复 Pace 持续受阻时无法掉头的死锁"
```
---
# 阶段 P1:新增 `IEnemyNavigator` 与 `GroundNavigator`(不动现有接线)
## Task 3: 新接口 `IEnemyNavigator` + `NullEnemyNavigator`
**Files:**
- Create: `Assets/_Game/Scripts/Enemies/IEnemyNavigator.cs`
- [ ] **Step 1: 创建接口文件**
```csharp
using UnityEngine;
namespace BaseGames.Enemies
{
/// <summary>
/// 敌人导航抽象:把"去某个世界点"的请求翻译为具体移动方式(地面沿地形走 / 飞行直取),
/// 并报告到达与受阻。
///
/// <para><b>不含任何路径图概念</b>——可达性由移动层的墙/悬崖夹紧天然决定:
/// 走得过去就是可达,被夹停的地方就是边界。</para>
///
/// 实现:<c>GroundNavigator</c>(地面)、<c>FlyingNavigator</c>(飞行)、
/// <see cref="NullEnemyNavigator"/>(无导航/测试)。
/// </summary>
public interface IEnemyNavigator
{
/// <summary>
/// 请求朝世界坐标移动。目标被记录后由实现逐帧驱动,**重复传入同一目标是幂等的**
/// (每帧调用或只在目标变化时调用皆可)。传入新目标会清除 <see cref="HasArrived"/> / <see cref="IsBlocked"/>。
/// </summary>
void MoveTowards(Vector2 target);
/// <summary>停止移动并清除当前目标。</summary>
void Stop();
/// <summary>设置移动速度(巡逻走速 / 追击跑速)。传 0 表示使用移动层配置的默认步速。</summary>
void SetSpeed(float speed);
/// <summary>当前是否正朝目标推进(有目标、未到达、未受阻)。</summary>
bool IsMoving { get; }
/// <summary>是否已到达目标(进入停止距离内)。</summary>
bool HasArrived { get; }
/// <summary>是否被地形挡住而无法继续靠近目标(墙 / 悬崖夹停 / 推进停滞)。</summary>
bool IsBlocked { get; }
/// <summary>取一个可供游走的目标点。取不到时返回 false。</summary>
bool TryPickWanderPoint(out Vector2 point);
}
/// <summary>无导航单位 / 测试用空实现:不移动,不报告到达或受阻。</summary>
public sealed class NullEnemyNavigator : IEnemyNavigator
{
public void MoveTowards(Vector2 _) { }
public void Stop() { }
public void SetSpeed(float _) { }
public bool IsMoving => false;
public bool HasArrived => false;
public bool IsBlocked => false;
public bool TryPickWanderPoint(out Vector2 point) { point = Vector2.zero; return false; }
}
}
```
- [ ] **Step 2: 编译门 + 测试**
预期 0 错误;EditMode 199 条全绿(新接口尚无人使用)。
- [ ] **Step 3: 提交**
```bash
git add Assets/_Game/Scripts/Enemies/IEnemyNavigator.cs
git commit -m "feat(enemy): 新增 IEnemyNavigator 瘦身导航接口(7 成员)与 NullEnemyNavigator"
```
---
## Task 4: `GroundNavigator` + 纯逻辑单测(TDD
**Files:**
- Test: `Assets/Tests/EditMode/Enemies/GroundNavigatorLogicTests.cs`
- Create: `Assets/_Game/Scripts/Enemies/Navigation/GroundNavigator.cs`
- [ ] **Step 1: 先写失败测试**
```csharp
using NUnit.Framework;
using BaseGames.Enemies.Navigation;
namespace BaseGames.Tests.EditMode.Enemies
{
/// <summary>GroundNavigator 的方向/到达判定纯函数(无场景依赖)。</summary>
public class GroundNavigatorLogicTests
{
[Test]
public void Arrived_WhenWithinStopDistance()
=> Assert.IsTrue(GroundNavigator.Arrived(1.0f, 1.1f, 0.2f));
[Test]
public void Arrived_ExactlyAtStopDistance_True()
=> Assert.IsTrue(GroundNavigator.Arrived(1.0f, 1.2f, 0.2f));
[Test]
public void NotArrived_WhenOutsideStopDistance()
=> Assert.IsFalse(GroundNavigator.Arrived(1.0f, 1.5f, 0.2f));
[Test]
public void Arrived_IgnoresDirection()
{
Assert.IsTrue(GroundNavigator.Arrived(1.0f, 0.9f, 0.2f)); // 目标在左侧
Assert.IsFalse(GroundNavigator.Arrived(1.0f, 0.5f, 0.2f));
}
[Test]
public void WanderX_PositiveSign_LandsWithinForwardRange()
{
float x = GroundNavigator.WanderX(10f, 1.5f, 5f, +1f, 0f);
Assert.AreEqual(11.5f, x, 1e-4f); // t=0 → 最近端
x = GroundNavigator.WanderX(10f, 1.5f, 5f, +1f, 1f);
Assert.AreEqual(15f, x, 1e-4f); // t=1 → 最远端
}
[Test]
public void WanderX_NegativeSign_LandsWithinBackwardRange()
{
float x = GroundNavigator.WanderX(10f, 1.5f, 5f, -1f, 0f);
Assert.AreEqual(8.5f, x, 1e-4f);
x = GroundNavigator.WanderX(10f, 1.5f, 5f, -1f, 1f);
Assert.AreEqual(5f, x, 1e-4f);
}
[Test]
public void WanderX_MidT_Interpolates()
=> Assert.AreEqual(13.25f, GroundNavigator.WanderX(10f, 1.5f, 5f, +1f, 0.5f), 1e-4f);
}
}
```
- [ ] **Step 2: 运行确认失败**`GroundNavigator` 不存在)
- [ ] **Step 3: 实现**
创建 `Assets/_Game/Scripts/Enemies/Navigation/GroundNavigator.cs`
```csharp
using UnityEngine;
namespace BaseGames.Enemies.Navigation
{
/// <summary>
/// 地面单位导航:朝目标 X 直接行走,由 <see cref="EnemyMovement"/> 的墙/悬崖夹紧决定可达性。
///
/// <para><b>不做任何地形扫描</b>:走得过去就是可达,被夹停的地方就是边界。
/// 因此不存在"脱离导航图"这类状态——敌人无论被击退/冲锋到哪里,都能正常继续行走。</para>
///
/// <para>只驱动水平方向;垂直交给刚体重力。移动经 <see cref="EnemyMoveInput"/> 下发,
/// 速度为 0 时退化为移动层配置的步速。</para>
/// </summary>
[RequireComponent(typeof(EnemyMovement))]
public sealed class GroundNavigator : MonoBehaviour, IEnemyNavigator
{
[Header("到达判定")]
[Tooltip("身体中心 X 与目标 X 的距离小于此值即视为到达(m)")]
[SerializeField] [Min(0.01f)] private float _stoppingDistance = 0.2f;
[Header("游走取点(Wander 用)")]
[Tooltip("单次游走的最近距离(m)")]
[SerializeField] [Min(0f)] private float _wanderMinRange = 1.5f;
[Tooltip("单次游走的最远距离(m)。走不到会被地形夹停,自然结束本次游走。")]
[SerializeField] [Min(0f)] private float _wanderMaxRange = 5f;
[Header("推进停滞检测")]
[Tooltip("窗口时长(s):此时长内净位移不足即判受阻")]
[SerializeField] [Min(0.05f)] private float _stallWindowSeconds = 0.4f;
[Tooltip("窗口内所需最小净位移(m)")]
[SerializeField] [Min(0f)] private float _stallMinProgress = 0.05f;
private EnemyBase _enemy;
private EnemyMovement _movement;
private StallDetector _stall;
private Vector2 _target;
private bool _hasTarget;
private float _speed; // 0 = 用移动层配置步速
private bool _arrived;
private bool _blocked;
public bool IsMoving => _hasTarget && !_arrived && !_blocked;
public bool HasArrived => _arrived;
public bool IsBlocked => _blocked;
private void Awake()
{
_enemy = GetComponent<EnemyBase>();
_movement = GetComponent<EnemyMovement>();
_stall = new StallDetector(_stallWindowSeconds, _stallMinProgress);
if (_enemy == null)
Debug.LogError($"[GroundNavigator] {name} 找不到 EnemyBase,无法读取身体几何。", this);
}
// ── IEnemyNavigator ────────────────────────────────────────────
public void MoveTowards(Vector2 target)
{
// 幂等:同一目标重复调用不重置状态,避免每帧调用时永远清掉到达/受阻标志
if (_hasTarget && (target - _target).sqrMagnitude < 1e-6f) return;
_target = target;
_hasTarget = true;
_arrived = false;
_blocked = false;
_stall.Reset(BodyX);
}
public void Stop()
{
_hasTarget = false;
_arrived = false;
_blocked = false;
_enemy?.StopMovement();
}
public void SetSpeed(float speed) => _speed = Mathf.Max(0f, speed);
public bool TryPickWanderPoint(out Vector2 point)
{
float sign = Random.value < 0.5f ? -1f : 1f;
float x = WanderX(BodyX, _wanderMinRange, _wanderMaxRange, sign, Random.value);
point = new Vector2(x, transform.position.y);
return true; // 地面单位总能尝试;走不到会被夹停并置 IsBlocked
}
// ── 驱动 ───────────────────────────────────────────────────────
private float BodyX => _enemy != null ? _enemy.Body.Center.x : transform.position.x;
private void FixedUpdate()
{
if (!_hasTarget || _arrived || _blocked || _movement == null) return;
float bodyX = BodyX;
if (Arrived(bodyX, _target.x, _stoppingDistance))
{
_arrived = true;
_enemy?.StopMovement();
return;
}
float dir = Mathf.Sign(_target.x - bodyX);
// 地形夹紧即为"不可达边界":着地时前方是墙或悬崖 → 本次移动到此为止
if (_movement.IsGrounded && _movement.WouldBlockAhead(dir))
{
_blocked = true;
_enemy?.StopMovement();
return;
}
_movement.PendingInput.MoveDir = dir;
_movement.PendingInput.MoveSpeed = _speed; // 0 → MoveHorizontal 用配置步速
_movement.PendingInput.WantStop = false;
// 兜底:命令了移动却推不动(撞上未纳入检测层的碰撞体等)
if (_stall.Tick(bodyX, Time.fixedDeltaTime))
{
_blocked = true;
_enemy?.StopMovement();
}
}
// ── 纯函数(便于无场景单测)──────────────────────────────────────
/// <summary>身体中心 X 是否已进入目标 X 的停止距离内。</summary>
public static bool Arrived(float currentX, float targetX, float stopDistance)
=> Mathf.Abs(targetX - currentX) <= stopDistance;
/// <summary>
/// 游走目标 X:自当前位置朝 <paramref name="sign"/> 方向,
/// 在 [minRange, maxRange] 区间内按插值系数 <paramref name="t"/>(0..1) 取点。
/// </summary>
public static float WanderX(float currentX, float minRange, float maxRange, float sign, float t)
=> currentX + sign * Mathf.Lerp(minRange, Mathf.Max(minRange, maxRange), Mathf.Clamp01(t));
}
}
```
- [ ] **Step 4: 编译门 + 测试**
预期 0 错误;EditMode **206 条**全绿(199 + 新增 7)。
- [ ] **Step 5: 提交**
```bash
git add Assets/_Game/Scripts/Enemies/Navigation/GroundNavigator.cs \
Assets/Tests/EditMode/Enemies/GroundNavigatorLogicTests.cs
git commit -m "feat(enemy): 新增 GroundNavigator 地面直接移动导航(+7 纯函数单测)"
```
---
# 阶段 P2:消费者切换(唯一需重点比对行为的阶段)
## Task 5: `FlyingDirectNavigator` → `FlyingNavigator`(改接口)
**Files:**
- Rename: `Navigation/FlyingDirectNavigator.cs``Navigation/FlyingNavigator.cs`(连同 `.meta``git mv` 保 GUID
- Modify: 重写为新接口
- [ ] **Step 1: 改名(保 GUID**
```bash
cd Assets/_Game/Scripts/Enemies/Navigation
git mv FlyingDirectNavigator.cs FlyingNavigator.cs
git mv FlyingDirectNavigator.cs.meta FlyingNavigator.cs.meta
```
- [ ] **Step 2: 改类名与接口**
- 类声明改为 `public sealed class FlyingNavigator : MonoBehaviour, IEnemyNavigator`
- **删除**4 个事件(`OnLinkStarted`/`OnLinkCompleted`/`OnNavPathFailed`/`OnGoalReached`)、
`IsOnLink`/`CurrentLinkType`/`CurrentLinkStart`/`CurrentLinkEnd``LastMoveObstructed`
`TryGetClosestReachable``IsNearEdge``CanReach``WalkToRandomOnSegment``ResolveStandablePoint`
以及 `_goalFired` 字段。
- **改名**`RequestMoveTo``MoveTowards`(新增幂等判断)、`StopNavigation``Stop`
`IsAtDestination()``HasArrived` 属性、`WalkToRandom()``TryPickWanderPoint(out Vector2)`
- **新增**`public bool IsBlocked => false;`(飞行直取,无地形阻挡概念)
- `UpdateChase()` 中原先触发 `OnGoalReached` 的分支,改为置 `_arrived = true`
- 状态字段改为:`Vector2 _target; bool _hasTarget; bool _arrived;`
`IsMoving => _hasTarget && !_arrived;`
- 悬停逻辑(`UpdateHover`)与朝向逻辑**保持不变**。
- [ ] **Step 3: 编译门 + 测试** → 0 错误、206 条全绿
- [ ] **Step 4: 提交**
```bash
git add Assets/_Game/Scripts/Enemies/Navigation/
git commit -m "refactor(enemy): FlyingDirectNavigator 改名 FlyingNavigator 并切换到 IEnemyNavigator"
```
---
## Task 6: `EnemyBase` / `EnemyLocomotion` / 编辑器面板切换到新接口
**Files:**
- Modify: `Enemies/EnemyBase.cs``Enemies/Navigation/EnemyLocomotion.cs``Editor/Enemies/EnemyLocomotionEditor.cs`
- [ ] **Step 1: `EnemyBase` 换类型**
- 字段:`protected IPathAgent _nav;``protected IEnemyNavigator _nav;`
- 属性:`public IPathAgent Nav => _nav;``public IEnemyNavigator Nav => _nav;`
- `Awake``_nav = GetComponent<IPathAgent>() ?? new NullPathAgent();`
`_nav = GetComponent<IEnemyNavigator>() ?? new NullEnemyNavigator();`
- 更新类头注释中提到 `IPathAgent` 的措辞。
- `MoveTo(Vector2)` 内部对 `_nav.RequestMoveTo` 的调用改为 `_nav.MoveTowards`
`StopMovement()` 内对 `_nav.StopNavigation()` 的调用改为 `_nav.Stop()`(按实际代码定位)。
- [ ] **Step 2: `EnemyLocomotion` — Wander 改用新接口**
`TickWander()` 整体替换为:
```csharp
/// <summary>
/// 就近随机游走:朝随机取的目标点走,**到达或被地形夹停**即视为本次游走结束,
/// 停顿 [_wanderPauseMin, _wanderPauseMax] 秒(期间播 Idle)后再挑下一个点。
/// 走到平台边缘停下转身是预期表现——可达性由移动层夹紧决定,不做地形扫描。
/// </summary>
private void TickWander()
{
var nav = _enemy.Nav;
if (nav == null) return;
// 仍在推进:清停顿态,等到达/受阻
if (nav.IsMoving) { _wanderPausing = false; return; }
// 到达、受阻或尚未出发:先停顿计时,再挑下一个点
if (!_wanderPausing)
{
_wanderPausing = true;
_wanderPauseTimer = Random.Range(_wanderPauseMin, Mathf.Max(_wanderPauseMin, _wanderPauseMax));
}
_wanderPauseTimer -= Time.deltaTime;
if (_wanderPauseTimer <= 0f)
{
_wanderPausing = false;
if (nav.TryPickWanderPoint(out var point)) nav.MoveTowards(point);
}
}
```
- [ ] **Step 3: `EnemyLocomotion` — Waypoints 去掉吸附**
- 删除字段 `_wpResolvedGoal` 的"吸附"语义相关:保留 `_wpResolvedGoal` 作为**当前路点坐标**缓存,
删除 `_wpResolveOk` 字段及其 `DebugResolveOk` 只读属性。
- `SetWaypointGoal()` 替换为:
```csharp
/// <summary>取当前路点坐标并出发。路点若摆在崖外/墙后,敌人会走到边缘被夹停 → IsBlocked → 结算推进下一个。</summary>
private void SetWaypointGoal()
{
_wpResolvedGoal = _waypoints[_wpIndex].position;
_enemy.Nav?.MoveTowards(_wpResolvedGoal);
}
```
- `case PatrolStrategy.Waypoints:` 中:
- `bool obstructedSettled = nav != null && nav.LastMoveObstructed && !nav.IsMoving;`
`bool obstructedSettled = nav != null && nav.IsBlocked;`
- 末尾的 `else if (nav != null && !nav.IsMoving && !nav.LastMoveObstructed) { _enemy.MoveTo(_wpResolvedGoal); }`
→ 改为 `else if (nav != null && !nav.IsMoving && !nav.IsBlocked && !nav.HasArrived) { nav.MoveTowards(_wpResolvedGoal); }`
- [ ] **Step 4: `EnemyLocomotion` — Approach/Pursue 改用新接口**
`Pursue(Vector2)``MoveTo(Vector2)``Update()``LocomotionMode.Approach` 分支里
`_enemy.MoveTo(...)` 的调用保持不变(`EnemyBase.MoveTo` 内部已在 Step 1 改为 `MoveTowards`)。
- [ ] **Step 5: `EnemyLocomotionEditor` — 调试面板去掉导航图信息**
- 第 127 行替换为:
```csharp
sb.AppendLine($"Nav 类型: {nav.GetType().Name} IsMoving: {nav.IsMoving} HasArrived: {nav.HasArrived} IsBlocked: {nav.IsBlocked}");
```
- **删除**:第 128133 行(`EnemyNavAgent`/`RawNavAgent`/`HasValidPosition` 相关块)、
第 139 行 `_maxSnapDistance` 行及 `ReadMaxSnap` 方法、
Waypoints 段中 `CanReach` 与"路点逐个吸附检测"整块(第 152–171 行)、
以及 `Diagnose(...)` 里所有引用已删成员之处(按编译错误逐个修正)。
- Waypoints 段保留:当前索引/ArriveRadius/当前目标/到目标距离。
- [ ] **Step 6: 编译门 + 测试** → 0 错误、206 条全绿
- [ ] **Step 7: 提交**
```bash
git add Assets/_Game/Scripts/Enemies/EnemyBase.cs \
Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs \
Assets/_Game/Scripts/Editor/Enemies/EnemyLocomotionEditor.cs
git commit -m "refactor(enemy): 消费者切换到 IEnemyNavigator(Wander/Waypoints 去导航图化,调试面板简化)"
```
---
## Task 7: 场景敌人换装 `GroundNavigator` + PlayMode 全面验收
**Files:** 场景 `TestRoomA`(不提交场景改动,除非用户要求)
- [ ] **Step 1: 换装组件**
MCP `unity_execute_code`:对 `ENM_CaoZhi`
- `DestroyImmediate``EnemyNavAgent`、PB2d `NavAgent``TransformBasedMovement` 三个组件
- `AddComponent<GroundNavigator>()`
- 打印确认 `EnemyBase.Nav` 类型为 `GroundNavigator`(需重进 Play 让 Awake 重取)
- [ ] **Step 2: 三种巡逻验收**
进 Play,禁用 AI 大脑,逐一切换 `_patrolStrategy` 并观察 4 秒:
| 策略 | 预期 |
|---|---|
| Wander | 位移 > 0;走到平台边缘停下 → 停顿 → 反向再走;**动画为 Move(不再卡 Idle** |
| Pace | 正常来回;顶到崖沿能掉头 |
| Waypoints | 依次推进路点;路点够不着时受阻结算并推进下一个 |
- [ ] **Step 3: 追击与冲锋验收**
- 启用 AI 大脑,玩家放到同平台 → 敌人应能追击并进入攻击(ApproachAttack
- 玩家跳到够不着的位置 → 敌人走到边缘停下(**不卡死、不原地踏步**)
- 触发 `e001_chase` 冲锋 → 越过锁定点即停、可冲下悬崖、收尾不悬空
- [ ] **Step 4: 退出 Play,确认 Console 无新增报错**
- [ ] **Step 5: 记录结果**
把验收结论写入 `Docs_Dev/Verification/`(沿用现有验证文档风格)并提交该文档。
---
# 阶段 P3P5:清理
## Task 8: Boss 预制体移除冗余导航组件
- [ ] **Step 1:** 打开 `Assets/_Game/Prefabs/Enemies/ChaoFeng/ENM_ChaoFeng.prefab`
移除 `NavAgent``TransformBasedMovement``EnemyNavAgent`(已核实 Boss 代码不引用导航)。
- [ ] **Step 2:** 编译门 + 测试;PlayMode 快速确认 Boss 预制体可正常实例化(无 Missing 组件报错)。
- [ ] **Step 3:** 提交预制体改动。
## Task 9: 删除 `EnemyNavAgent`、`IPathAgent` 与编辑器中的寻路库用法
- [ ] **Step 1:** 删除 `Assets/_Game/Scripts/Enemies/Navigation/EnemyNavAgent.cs`+`.meta`
`Assets/_Game/Scripts/Enemies/IPathAgent.cs`+`.meta`)。
> `NavLinkType` / `INavLinkHandler` 若仍被 `EnemyMovement`/`BlinkStrikeAbility` 使用则**保留**——
> 把 `NavLinkType` 枚举移入 `INavLinkHandler.cs`。
- [ ] **Step 2:** 删除 `Assets/_Game/Scripts/Editor/Enemies/Navigation/NavSurfaceBakeShortcut.cs`+`.meta`)。
- [ ] **Step 3:** `SceneObjectPlacerTool.cs` / `SceneScaffoldTools.cs`:删除 `using PathBerserker2d;`
与所有放置 `NavAgent`/`TransformBasedMovement`/`NavSurface` 的代码;敌人放置改为 `AddComponent<GroundNavigator>()`
删除 `PlaceNavSurface` 菜单项。
- [ ] **Step 4:** 两个 asmdef 移除对 PathBerserker 的引用:
`BaseGames.Editor.asmdef``BaseGames.Enemies.Navigation.asmdef`
- [ ] **Step 5:** 编译门 + 测试 → 0 错误、206 条全绿。
- [ ] **Step 6:** 提交。
## Task 10: 删除第三方寻路包
- [ ] **Step 1:** 确认 `grep -rn "PathBerserker2d" Assets/_Game Assets/Tests --include=*.cs` **无输出**
- [ ] **Step 2:** 场景中删除导航面物体(`TestRoomA` 的 NavSurface 所在 GameObject)。
- [ ] **Step 3:** 删除 `Assets/PathBerserker2d/` 整目录(含 `.meta`)。
- [ ] **Step 4:** 编译门 + 测试 → 0 错误、206 条全绿;PlayMode 冒烟:敌人巡逻/追击/冲锋均正常。
- [ ] **Step 5:** 提交(提交信息注明删除行数)。
---
## 自检记录(写计划时)
- **Spec 覆盖**:§5 接口→Task 3;§6.1 地面实现→Task 4;§6.2 飞行→Task 5;§6.3 Null→Task 3
§7 巡逻/追击→Task 6;§7.1 Pace 修复→Task 2;§8 StallDetector→Task 1+2
§9.1 消费者→Task 6;§9.2 删除清单→Task 8/9/10;§12 测试→Task 1/4 单测 + 各 Task 回归 + Task 7 PlayMode
§13 阶段→Task 110 分组。**无遗漏**。
- **占位符扫描**:无 TBD;新文件均给出完整代码;修改处给出替换后的完整代码或精确删除清单。
- **类型一致性**`IEnemyNavigator` 7 成员(`MoveTowards`/`Stop`/`SetSpeed`/`IsMoving`/`HasArrived`/`IsBlocked`/`TryPickWanderPoint`
在 Task 3 定义,Task 4/5/6 用法一致;`StallDetector(windowSeconds, minProgress)` + `Reset(x)` + `Tick(x, dt)`
在 Task 1 定义,Task 2/4 用法一致;`GroundNavigator.Arrived/WanderX` 静态签名与测试一致。
- **测试基线**191 → Task 1 后 199 → Task 4 后 206,其后不再新增。