diff --git a/Assets/_Game/Scripts/AI/AiSignal.cs b/Assets/_Game/Scripts/AI/AiSignal.cs
index c7994bfc..bd19c90e 100644
--- a/Assets/_Game/Scripts/AI/AiSignal.cs
+++ b/Assets/_Game/Scripts/AI/AiSignal.cs
@@ -1,16 +1,21 @@
namespace BaseGames.AI
{
///
- /// 决策层的推送信号,用于事件驱动的状态转换(不靠轮询)。
+ /// 外部 → 决策层的推送信号,用于事件驱动的状态转换(不靠轮询)。
+ /// 事件边不受 IsControllable 让位门阻挡。
///
/// 只保留真实存在发送方与消费方的信号。受击 / 硬直 / 击飞 / 弹反**不在此列**——
/// 它们由敌人物理状态机(EnemyStateType)处理,决策层经 IActorVitals.IsControllable
/// 让位门自动挂起。在这里重复定义会诱导写出与物理层打架的第二套受击逻辑。
///
- /// 新增信号的判据:已经有确定的发送方与消费方,否则不要预留。
+ /// 新增信号的判据:已经有确定的发送方与消费方,否则不要预留——无发送方的占位枚举只会变成死值。
///
public enum AiSignal
{
+ /// 敌人已死亡:由 EnemyBase 的死亡流程发出,让决策停止。
Died,
+
+ /// 开战:由竞技场开战触发器发出,让 Boss 从静置态进入入场演出。
+ Engaged,
}
}
diff --git a/Assets/_Game/Scripts/AI/IBossControl.cs b/Assets/_Game/Scripts/AI/IBossControl.cs
index 8eee98d1..4d37dcd8 100644
--- a/Assets/_Game/Scripts/AI/IBossControl.cs
+++ b/Assets/_Game/Scripts/AI/IBossControl.cs
@@ -1,3 +1,5 @@
+using UnityEngine;
+
namespace BaseGames.AI
{
///
@@ -20,7 +22,10 @@ namespace BaseGames.AI
/// 过渡进行中重复调用会被忽略并告警——应在 OnEnter 调用一次,不要放在 Tick。
void BeginPhaseTransition(int targetPhase, float invincibleDuration);
- // 竞技场锚点两成员(AnchorAt / DistanceToAnchor)随 BossArenaAnchors 组件一并加入,
- // 届时 BossBase 同步实现。
+ /// 第 index 个竞技场锚点的世界坐标。未挂锚点组件 / 下标越界即抛。
+ Vector2 AnchorAt(int index);
+
+ /// Boss 当前位置到第 index 个锚点的距离。未挂锚点组件 / 下标越界即抛。
+ float DistanceToAnchor(int index);
}
}
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Modules/BossFragments.cs b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/BossFragments.cs
new file mode 100644
index 00000000..ddaf4bb6
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/BossFragments.cs
@@ -0,0 +1,64 @@
+using System;
+using BaseGames.AI;
+
+namespace BaseGames.Enemies
+{
+ ///
+ /// Boss 图的共享建态片段。与 同级——是静态建态原语,
+ /// 不是可插拔模块:Boss 图手写,重复的形状抽成片段即可,不需要 SO 下拉与多态序列化。
+ ///
+ public static class BossFragments
+ {
+ ///
+ /// 阶段过渡态:进入时发起过渡(无敌 + 演出由 BossBase 负责),过渡结束后由调用方挂出边。
+ /// 只发起一次——放 OnEnter 而非 Tick,因为 BossBase.BeginPhaseTransition 对重入会告警。
+ ///
+ public static BrainBuilder.StateBuilder PhaseTransition(
+ BrainBuilder b, string state, int targetPhase, float invincibleDuration)
+ {
+ if (targetPhase < 0)
+ throw new ArgumentOutOfRangeException(nameof(targetPhase),
+ $"BossFragments.PhaseTransition: 状态 '{state}' 的目标阶段不能为负。");
+ if (invincibleDuration <= 0f)
+ throw new ArgumentOutOfRangeException(nameof(invincibleDuration),
+ $"BossFragments.PhaseTransition: 状态 '{state}' 的无敌时长必须 > 0——" +
+ "为 0 意味着过渡演出期间可被打断,这不是阶段过渡的语义。");
+
+ return b.DeclareState(state)
+ .OnEnter(x =>
+ {
+ x.Locomotion.Stop();
+ x.Combat.InterruptAbilities();
+ x.Boss.BeginPhaseTransition(targetPhase, invincibleDuration);
+ });
+ }
+
+ ///
+ /// 一组「逼近 ↔ 到射程选招攻击」。转发到 ApproachAttackEngagement 的共享实现,
+ /// 使模块路径与 Boss 图路径永远是同一份行为。
+ /// 返回逼近态的 builder,调用方可继续挂阶段过渡等出边。
+ ///
+ public static BrainBuilder.StateBuilder ApproachAttack(
+ BrainBuilder b, string approach, string attack, string rest)
+ => ApproachAttackEngagement.Declare(b, approach, attack, rest);
+
+ ///
+ /// 移动到第 index 个竞技场锚点(),到位后由调用方挂出边。
+ /// 坐标经 IBossControl 取得——声明层的 lambda 不得闭包捕获具体实例。
+ ///
+ public static BrainBuilder.StateBuilder MoveToAnchor(BrainBuilder b, string state, int index)
+ {
+ if (index < 0)
+ throw new ArgumentOutOfRangeException(nameof(index),
+ $"BossFragments.MoveToAnchor: 状态 '{state}' 的锚点下标不能为负。");
+
+ return b.DeclareState(state)
+ .OnEnter(x => x.Locomotion.MoveTo(x.Boss.AnchorAt(index)))
+ .OnExit (x => x.Locomotion.Stop());
+ }
+
+ /// 共享条件:已到达第 index 个锚点(容差内)。
+ public static Func AtAnchor(int index, float tolerance = 0.2f)
+ => x => x.Boss.DistanceToAnchor(index) <= tolerance;
+ }
+}
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Modules/BossFragments.cs.meta b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/BossFragments.cs.meta
new file mode 100644
index 00000000..6398217e
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/BossFragments.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0f04cf21bca8c61418a9ce9e88f6ba91
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs
index 108ebe62..019ad0d4 100644
--- a/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs
@@ -22,8 +22,17 @@ namespace BaseGames.Enemies
public string EngageLabel => "InChaseZone";
public void Build(BrainBuilder b, string rest)
+ => Declare(b, Approach, Attack, rest);
+
+ ///
+ /// 建一组「逼近 ↔ 到射程选招攻击」。态名参数化,供本模块与 Boss 图共用同一份实现
+ /// (Boss 可能有多个阶段各一组,如地面组与空中组)。
+ /// 返回逼近态的 builder,调用方可在其上继续挂自己的出边(如阶段过渡)。
+ ///
+ internal static BrainBuilder.StateBuilder Declare(
+ BrainBuilder b, string approach, string attack, string rest)
{
- b.DeclareState(Approach)
+ var approachBuilder = b.DeclareState(approach)
.OnEnter(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
.Tick (x => x.Locomotion.Pursue(x.Sensor.LastKnown))
.OnExit(x => x.Locomotion.Stop())
@@ -31,16 +40,18 @@ namespace BaseGames.Enemies
// (EnemyAttackSelector.Eligible 的 InAttackRange 门),故"够得着"不会在
// "已脱离全部感知"之后仍成立,两条件不会相争。若将来出现射程大于追击区的招式,
// 那属于射程/感知区配置错误,由 AI 配方校验器报出,不要靠调整此处边序绕开。
- .To(Attack).When(x => x.Combat.HasEligibleAttack(), "attackInRange")
+ .To(attack).When(x => x.Combat.HasEligibleAttack(), "attackInRange")
.To(rest) .When(AiStateFragments.LostAllZones, "leftAllZones");
// 攻击一旦起手就打完:刻意不挂 leftAllZones 边。
- // 玩家在前摇中跑出感知区时招式仍完整打完,之后经 Approach 自然脱战——
+ // 玩家在前摇中跑出感知区时招式仍完整打完,之后经逼近态自然脱战——
// 只多一帧,且消除了"起手到一半凭空收招"的观感缺陷。
- b.DeclareState(Attack)
+ b.DeclareState(attack)
.OnEnter(x => { x.Locomotion.Stop(); x.Combat.UseBestAttack(); })
.OnExit (x => x.Combat.InterruptAbilities())
- .To(Approach).When(x => !x.Combat.IsAbilityRunning(), "attackDone");
+ .To(approach).When(x => !x.Combat.IsAbilityRunning(), "attackDone");
+
+ return approachBuilder;
}
// 本模块无自身配置:招式的射程/冷却/权重全归敌人身上的 EnemyAttackSelector,
diff --git a/Assets/_Game/Scripts/Enemies/Boss/BossArenaAnchors.cs b/Assets/_Game/Scripts/Enemies/Boss/BossArenaAnchors.cs
new file mode 100644
index 00000000..152d5685
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/Boss/BossArenaAnchors.cs
@@ -0,0 +1,55 @@
+using UnityEngine;
+
+namespace BaseGames.Enemies
+{
+ ///
+ /// 竞技场锚点集合:Boss 定点走位(跳到悬空平台、传送到房间固定角落)的坐标来源。
+ /// 挂在 Boss 上;锚点物体本身放在场景里(随房间布局走,不进 SO)。
+ ///
+ /// AI 图不直接持有本组件——坐标经 取得
+ /// (图的 lambda 不得闭包捕获实例)。BossBase 在 Awake 解析本组件并转发。
+ ///
+ public sealed class BossArenaAnchors : MonoBehaviour
+ {
+ [Tooltip("锚点物体(顺序即下标,AI 图按下标引用)")]
+ [SerializeField] private Transform[] _anchors;
+
+ public int Count => _anchors != null ? _anchors.Length : 0;
+
+ /// 取第 index 个锚点坐标。下标越界或漏配即抛——不静默回退到自身位置。
+ public Vector2 At(int index)
+ {
+ if (_anchors == null || index < 0 || index >= _anchors.Length)
+ throw new System.IndexOutOfRangeException(
+ $"[BossArenaAnchors] {name} 请求锚点下标 {index},但只配了 {Count} 个。" +
+ "请在 Inspector 补齐锚点,或修正 AI 图里的下标。");
+ var t = _anchors[index];
+ if (t == null)
+ throw new System.InvalidOperationException(
+ $"[BossArenaAnchors] {name} 第 {index} 个锚点为空引用。请在 Inspector 指定。");
+ return t.position;
+ }
+
+#if UNITY_EDITOR
+ private void OnValidate()
+ {
+ if (_anchors == null) return;
+ for (int i = 0; i < _anchors.Length; i++)
+ if (_anchors[i] == null)
+ Debug.LogError($"[BossArenaAnchors] {name} 第 {i} 个锚点未指定。", this);
+ }
+
+ private void OnDrawGizmosSelected()
+ {
+ if (_anchors == null) return;
+ Gizmos.color = new Color(1f, 0.8f, 0.2f, 0.9f);
+ for (int i = 0; i < _anchors.Length; i++)
+ {
+ if (_anchors[i] == null) continue;
+ Gizmos.DrawWireSphere(_anchors[i].position, 0.35f);
+ UnityEditor.Handles.Label(_anchors[i].position, $"anchor {i}");
+ }
+ }
+#endif
+ }
+}
diff --git a/Assets/_Game/Scripts/Enemies/Boss/BossArenaAnchors.cs.meta b/Assets/_Game/Scripts/Enemies/Boss/BossArenaAnchors.cs.meta
new file mode 100644
index 00000000..ea9dde72
--- /dev/null
+++ b/Assets/_Game/Scripts/Enemies/Boss/BossArenaAnchors.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c2e82425fc5d93141b283d4b30a67a9b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Enemies/Boss/BossBase.cs b/Assets/_Game/Scripts/Enemies/Boss/BossBase.cs
index 25526dbc..7157e7e7 100644
--- a/Assets/_Game/Scripts/Enemies/Boss/BossBase.cs
+++ b/Assets/_Game/Scripts/Enemies/Boss/BossBase.cs
@@ -29,6 +29,10 @@ namespace BaseGames.Enemies
[Tooltip("按阶段启用 / 禁用能力组件;未挂载则所有能力全阶段可用")]
[SerializeField] private BossPhaseAbilityGate _phaseGate;
+ [Header("竞技场锚点(可选)")]
+ [Tooltip("定点走位用的锚点集合;AI 图未用到锚点片段时可留空")]
+ [SerializeField] private BossArenaAnchors _arenaAnchors;
+
[Header("玩家反制事件(可选)")]
[Tooltip("订阅此频道以响应玩家弹反成功事件")]
[SerializeField] private ParryInfoEventChannelSO _onParrySuccess;
@@ -49,6 +53,20 @@ namespace BaseGames.Enemies
: throw new System.InvalidOperationException(
$"[BossBase] '{name}' 的 AI 图查询了资源满值,但未挂 BossResource 组件。" +
"请挂上该组件,或从 AI 图里移除资源相关的边。");
+
+ /// 第 index 个竞技场锚点坐标。IBossControl 实现。未挂锚点组件即抛——
+ /// AI 图用了锚点片段却没配锚点是配置错误,必须暴露而非回退到自身位置。
+ public Vector2 AnchorAt(int index) => RequireAnchors().At(index);
+
+ /// 当前位置到第 index 个锚点的距离。IBossControl 实现。
+ public float DistanceToAnchor(int index)
+ => Vector2.Distance(transform.position, RequireAnchors().At(index));
+
+ private BossArenaAnchors RequireAnchors()
+ => _arenaAnchors != null ? _arenaAnchors : throw new System.InvalidOperationException(
+ $"[BossBase] '{name}' 的 AI 图使用了竞技场锚点,但未挂 BossArenaAnchors 组件。" +
+ "请挂上该组件并配好锚点,或从 AI 图里移除锚点片段。");
+
private Coroutine _counterStaggerCoroutine;
// 缓存加权候选与其有效权重(两者等长、下标对应),避免 UseBossSkillWeighted() 每次 new List → GC 分配
@@ -65,6 +83,7 @@ namespace BaseGames.Enemies
if (_skillExecutor == null) _skillExecutor = GetComponentInChildren(true);
if (_bossResource == null) _bossResource = GetComponentInChildren(true);
if (_phaseGate == null) _phaseGate = GetComponentInChildren(true);
+ if (_arenaAnchors == null) _arenaAnchors = GetComponentInChildren(true);
}
protected override void OnEnable()