摄像机区域的架构改动
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64
Assets/_Game/Scripts/Enemies/AI/BD_Patrol.cs
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64
Assets/_Game/Scripts/Enemies/AI/BD_Patrol.cs
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#if GRAPH_DESIGNER
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using BaseGames.Enemies;
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using UnityEngine;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Action:敌人巡逻行为。
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/// 持续令敌人向当前朝向移动,遇墙/边缘时自动转向。
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/// </summary>
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public class BD_Patrol : Action
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{
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[Tooltip("检测地面边缘的向下射线长度")]
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public float edgeCheckLength = 1.2f;
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[Tooltip("检测障碍物的水平射线长度")]
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public float wallCheckLength = 0.4f;
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[Tooltip("地面/墙壁 LayerMask")]
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public LayerMask groundLayer;
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private EnemyBase _enemy;
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private float _dir = 1f;
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public override void OnStart()
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{
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_enemy = GetComponent<EnemyBase>();
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}
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public override TaskStatus OnUpdate()
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{
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if (_enemy == null) return TaskStatus.Failure;
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if (ShouldFlip())
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_dir = -_dir;
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_enemy.MoveInDirection(_dir);
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return TaskStatus.Running;
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}
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public override void OnEnd()
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{
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_enemy?.StopMovement();
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}
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private bool ShouldFlip()
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{
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Transform t = _enemy.transform;
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Vector2 pos = t.position;
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// 前方边缘检测:在脚前方向下射线,若无地面则转向
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Vector2 edgeOrigin = pos + Vector2.right * (_dir * 0.3f) + Vector2.down * 0.1f;
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bool hasGround = Physics2D.Raycast(edgeOrigin, Vector2.down, edgeCheckLength, groundLayer);
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if (!hasGround) return true;
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// 前方障碍检测:水平射线,若撞墙则转向
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bool hitWall = Physics2D.Raycast(pos, Vector2.right * _dir, wallCheckLength, groundLayer);
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if (hitWall) return true;
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return false;
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}
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}
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}
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#endif
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