refactor(enemy): 删除 EnemyStatsSO 死字段(感知/击退/攻击等,已迁 sensor槽/DamageSourceSO)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -166,8 +166,6 @@ namespace BaseGames.Editor.Modules
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SkillModule.AddChip(card, "HP", s.MaxHP.ToString());
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SkillModule.AddChip(card, "防御", s.Defense.ToString());
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SkillModule.AddChip(card, "移速", $"{s.WalkSpeed}/{s.RunSpeed}");
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SkillModule.AddChip(card, "攻击", s.AttackDamage.ToString());
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SkillModule.AddChip(card, "感知", $"{s.DetectRange}m");
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return card;
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}
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@@ -778,29 +778,6 @@ namespace BaseGames.Enemies
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$"[{(_brain != null ? _brain.CurrentStateName : "-")}] {_currentState}");
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}
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// ── 运行时:LOS 连线 ────────────────────────────────────────
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if (!Application.isPlaying || _playerTransform == null) return;
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float drawDetectRange = _sensorHub != null
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? _sensorHub.GetSensorRadius(Perception.SensorSlotNames.Aggro)
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: -1f;
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Vector3 eyeWorld = transform.position + new Vector3(_statsSO.EyeOffset.x, _statsSO.EyeOffset.y, 0f);
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Vector3 playerPos = _playerTransform.position;
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float sqrDist = (playerPos - transform.position).sqrMagnitude;
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bool inRange = drawDetectRange >= 0f && sqrDist <= drawDetectRange * drawDetectRange;
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// 眼睛位置小圆点(金黄)
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Gizmos.color = new Color(1f, 0.9f, 0.2f, 0.85f);
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Gizmos.DrawWireSphere(eyeWorld, 0.07f);
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if (inRange || HasLineOfSight)
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{
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Gizmos.color = HasLineOfSight
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? new Color(1f, 0.5f, 0f, 0.85f)
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: new Color(0.6f, 0.6f, 0.6f, 0.25f);
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Gizmos.DrawLine(eyeWorld, playerPos);
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}
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#endif
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}
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@@ -27,8 +27,6 @@ namespace BaseGames.Enemies
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// ── AI 追击配置(透传 SO)──────────────────────────────────────────
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public float MaxChaseDistance => _config?.MaxChaseDistance ?? 15f;
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public float LoseLinkTimeout => _config?.LoseLinkTimeout ?? 2f;
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public float AlertDuration => _config?.AlertDuration ?? 0.6f;
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public float InvestigateDuration => _config?.InvestigateDuration ?? 3f;
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public float HomeRadius => _config?.HomeRadius ?? 0.5f;
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/// <summary>
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@@ -10,8 +10,6 @@ namespace BaseGames.Enemies
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[Serializable]
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public struct HitTierConfig
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{
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[Tooltip("重击(Stagger)触发伤害阈值;伤害 >= 此值进入 Stagger")]
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[Min(0)] public int heavyHitThreshold;
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[Tooltip("击飞(KnockUp)触发伤害阈值;需同时设置 DamageFlags.Launch;0 = 仅依赖 Launch 标志")]
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[Min(0)] public int launchThreshold;
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[Tooltip("击飞纵向冲量")]
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@@ -39,10 +37,7 @@ namespace BaseGames.Enemies
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[Min(0f)] public float RunSpeed = 4f;
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[Header("战斗")]
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[Min(0)] public int AttackDamage = 10;
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[Min(0f)] public float AttackRange = 1.5f;
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[Min(0f)] public float AttackCooldown = 1f;
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[Min(0f)] public float DetectRange = 6f;
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[Header("追击 & AI 阶段")]
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[Tooltip("是否有警觉状态:勾选=未发现态进入视野先进警觉(朝向+警觉动画)再追击;不勾选=进入追逐感知直接追击")]
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@@ -51,32 +46,13 @@ namespace BaseGames.Enemies
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[Min(0f)] public float MaxChaseDistance = 15f;
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[Tooltip("视线丢失判定超时(s);超过此时长无视线则切换搜查")]
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[Min(0f)] public float LoseLinkTimeout = 2f;
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[Tooltip("Alert 阶段持续时长(s);短暂警觉动作后进入追击")]
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[Min(0f)] public float AlertDuration = 0.6f;
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[Tooltip("搜查最后可见位置后的等待时长(s)")]
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[Min(0f)] public float InvestigateDuration = 3f;
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[Tooltip("归位到达判定半径(m)")]
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[Min(0.01f)] public float HomeRadius = 0.5f;
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[Header("击退(作为来源时)")]
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[Min(0f)] public float KnockbackForce = 5f;
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[Min(0f)] public float HitStunDuration = 0.3f;
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[Header("受击分级")]
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[Tooltip("Stagger / KnockUp 伤害阈值及击飞参数")]
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public HitTierConfig HitTiers;
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[Header("视线检测(遗留配置,已迁移到 PhysicsPerceptionSystem 各 Slot 的 losBlockMask)")]
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[Tooltip("相对 transform.position 的眼睛偏移量")]
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public Vector2 EyeOffset = new Vector2(0f, 0.8f);
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[Tooltip("遮挡 LOS 的物理图层")]
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public LayerMask LOSBlockingMask = 1; // Default layer
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[Header("感知角度")]
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[Tooltip("前向感知扇形半角(度)。0 = 关闭方向检查,按完整圆形感知")]
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[Range(0f, 180f)]
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public float DetectAngleDeg = 0f;
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[Header("警戒传播(Group Alert)")]
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[Tooltip("发现玩家时通知周围同伴进入 Alert 的半径(m);0 = 关闭")]
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[Min(0f)]
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