Commit Graph
12 Commits
Author SHA1 Message Date
joywayerandClaude Opus 5 a64449d213 refactor(editor): 角色向导 Boss 页改产出 EnemyAbilitySO
该向导是 5 个空 BossSkillSO 资产的创建链路——不改则会持续产出旧轨资产。
招式表扩为带 soType / rangeRadius / cooldown / weight 的形式(与
GetEnemyAbilityDefs 对齐),阶段可用性移交 BossPhaseAbilityGate。
产出时强制 rangeRadius > 0,不把责任推给下游作者。
状态面板改查 EnemyAbilitySO,并新增 AI 图注册状态一行。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 15:08:10 +08:00
joywayer 4808077fc6 feat(enemy): ContactChaseAbility 改造为 RushAbility(冲锋)
- 起手前锁定玩家 X 与方向(committed),终点改为身体整体越过锁定点(Body.HasPassed)
- 终止条件:越过锁定点/撞墙(只判墙)/最大冲刺时长(SO 新增 maxDashDuration)/净位移卡死
- 冲锋期间经 EnemyMoveInput.AllowLedgeCross 放开悬崖夹紧,可冲下崖不悬停边缘
- 类与文件重命名(GUID 保留),脚手架与向导同步更新
2026-07-27 13:38:05 +08:00
joywayerandClaude Opus 4.8 3bca15b69e fix(wizard): 移除 E001 残留的 Alert 能力定义
Alert/警觉张口在 locomotion 重构后已改为纯移动模式(LocomotionMode.Face),
不再是能力(ABL_E001_Alert SO 已删);起手张口并入 ContactChaseAbility 的 Skill_Start。
向导 GetEnemyAbilityDefs 里 E001 仍列 ("Alert","e001_alert") 是残留,
会导致重跑向导时又造一个无用 SO。E001 现只保留 Chase 能力。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 16:35:15 +08:00
joywayer 8bd24df11e feat(wizard): 敌人能力 SO 按能力类型创建正确子类(向导批量创建产出子类 SO) 2026-07-21 11:40:44 +08:00
joywayer 2d4b3cfd96 feat(wizard): 敌人/Boss 加默认外观 Sprite 字段并透传给脚手架(碰撞体尺寸依据) 2026-07-20 16:42:13 +08:00
joywayer 247de307c6 UI 系统 2026-06-08 16:05:00 +08:00
joywayer 06048c966a feat: Add HurtBoxOwnerGuard to prevent multiple damage registrations from the same HitBox activation
- Implemented HurtBoxOwnerGuard to ensure that multiple HurtBoxes on the same character do not register damage multiple times during a single HitBox activation.
- Added custom editor for HitBox to facilitate the creation of shape colliders with HitBoxColliderProxy.
- Introduced PhysicsPerceptionSystem for enemy perception, supporting multiple detection modes including RangeCircle, BatchLOS, FanCast, and BoxCast.
- Created EnemyPatrolZone to define patrol and chase areas for enemies, allowing for shared zones among multiple enemies.
- Added BD_IsOutsideZone conditional task for Behavior Designer to check if an enemy or player is outside a defined patrol zone.
2026-06-02 16:10:44 +08:00
joywayer bcd8b0e90b feat: Update enemy AI and movement systems
- Enhanced Physics2D layer collision report with new interactions between Player and Enemy layers.
- Refactored BD_InvestigateLastKnown to streamline animation handling and improve readability.
- Simplified BD_MaintainCombatDistance by consolidating movement stop logic.
- Updated BD_MoveToPlayer to set AI phase on start.
- Improved BD_Patrol logic with better handling of stuck states and path failures.
- Enhanced BD_PatrolWaypoints to manage stuck conditions and retry logic more effectively.
- Refined BD_ReturnToHome to remove unnecessary animation calls.
- Updated BD_WalkRandom to ensure AI phase is set correctly on start.
- Improved EnemyAbilityBase to delegate target facing to the movement system.
- Enhanced EnemyBase with new movement methods for better control.
- Refactored EnemyMovement to introduce a new input system for handling movement and facing.
- Added EnemyMoveInput struct to encapsulate movement intentions.
- Updated Physics2DSettings to reflect new layer collision matrix.
- Introduced RTK CLI instructions for optimized command usage.
2026-05-29 17:01:59 +08:00
joywayer 5a0f1548ea Refactor code structure for improved readability and maintainability 2026-05-26 13:04:38 +08:00
joywayer bb3afd130f feat: Add SkillModule and WeaponModule for managing skills and weapons
- Implemented SkillModule to manage FormSkillSO assets with a detailed UI for editing and displaying skill properties.
- Implemented WeaponModule to manage WeaponSO assets with a detailed UI for editing and displaying weapon properties.
- Created AssetOperations class for centralized CRUD operations on ScriptableObject assets, including create, rename, delete, and clone functionalities.
- Added DetailHeader for displaying and renaming asset names in the UI.
- Introduced SoListPane for a reusable ScriptableObject list panel with search functionality and context menus.
- Added meta files for all new scripts to ensure proper asset management in Unity.
2026-05-21 07:09:53 +08:00
joywayer f096105caf 编辑器扩展优化 2026-05-20 19:55:11 +08:00
joywayerandCopilot 82ce9ff09a refactor(editor): reorganize Editor directory and unify menu hierarchy
File directory changes (mirror Scripts/ module structure):
- AbilityTypeDrawer.cs         → Equipment/
- CharacterWizardWindow.cs     → Character/
- FormEditorWindow.cs          → Player/
- GMToolWindow.cs              → Tools/
- SOManagerWindow.cs           → Tools/
- Map/MapRoomDataEditor.cs     → World/Map/
- Navigation/ (root)           → Enemies/Navigation/
- Achievements/                → Progression/

Menu hierarchy changes (BaseGames/ top-level):
- Data/: +Character Wizard (from Tools/), +Boss Skill Sequence (from Tools/)
- Addressables/: +Addressable Batch Tool, +Asset Reference Graph, +Validate Address Keys (from Tools/Verification/)
- Scene/Setup/: +Boot Flow Wizard, +Scaffold *, +Auto-Open Persistent (from Tools/)
- Scene/: +Camera Area Setup (from Camera/), +Bake All NavSurfaces (from Tools/)
- Events/: +Event Bus Monitor, +Event Chain Viewer, +Create/Reimport Event Channels (from Tools/)
- Tools/Validation/: +Validate All SOs, +Apply/Validate Script Order (from Tools/ flat)
- Tools/Maintenance/: +Missing Scripts/*, +Physics2D Layer Matrix/* (from Tools/ flat)

Result: BaseGames/Tools/ reduced from 16 flat items to 4 items + 2 submenus

Docs: update AssetFolderSpec §12 editor tool table with new menu paths

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-20 11:52:17 +08:00