Commit Graph
16 Commits
Author SHA1 Message Date
joywayerandClaude Opus 5 877d2f5fef feat(enemy): 嘲风迁移到新轨——能力资产 + 对象树 + 开战触发
删 5 个空 BossSkillSO,用向导重建 6 个 EnemyAbilitySO(含入场演出)。
预制体经放置工具重新产出:EnemyAiBrain(_definitionId=ChaoFeng) +
BossPhaseAbilityGate + 6 个能力组件,不再有 BossSkillExecutor。
TestRoomA 加开战触发区。三件自检 0 error,EditMode 260/260。

首次真正跑通两条脚手架,暴露并修掉三个它们的缺陷:

1. 放置工具漏挂 EnemyLocomotion(PlaceChaoFeng 及其余 7 个敌人放置入口)。
   EnemyBase.Awake 找不到它即报错且 Locomotion 为 null,
   AiStateFragments.ApplyLocomotion 直接 NRE、AiRuntime 构造失败——
   Boss 建不出决策层,完全不动。已在所有敌人放置入口补齐。
2. 向导把空中阶段的 wind_stone 建成 requiresGrounded=true(SO 默认值)。
   Boss 浮空后 IsGrounded 恒 false,选招器把它滤掉,空中阶段站着不打。
   能力定义表加 grounded 列,阶段 1 的招显式置 false。
3. BossPhaseAbilityGate.ApplyPhase 只在 EnterPhase 与 OnSpawn 调用,
   直接摆场景里的 Boss 两条路径都不走,开局后续阶段的招仍在候选池里。
   BossBase.Start 补一次初始阶段应用。

另:Phase1_Tornado_HitBox 确认零消费者(龙卷判定随弹体走),
从放置工具删除其创建与伤害源绑定;
EnemyBrainContext.UseAbility 对解析不到的能力 id 改为 LogError,
不再静默返回 false(CLAUDE.md 第 6 条);
新增 PlaceBossFightTrigger 脚手架(此前无对应创建入口,属裸建)。

播放模式实测状态序列(TestRoomA,玩家走进触发区):
Wait →(Engaged) Intro → Ground⇄GroundAttack →(hp<50%) PhaseTransition
→ Air⇄AirAttack,浮空生效,阶段门按阶段换池,全程 0 报错。
动画 Clip 未接入,PlayClipAbility 空 clip 立即完成,故只验证了状态流转,
判定时序待美术接入后再校。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 16:02:14 +08:00
joywayer 44412adfc7 refactor(enemy): E001 AI 迁移为配方资产,退役定制脚本
用 EnemyAiRecipeWizard 建 ENM_E001_Ai.asset,配置未发现层
DisguiseThenPatrol + 交战层 RushEngagement(e001_chase, Committed);
TestRoomA 场景 EnemyAiBrain 改绑 _recipe,_definitionId 清空;
删除 E001CaoZhiAi.cs;SceneObjectPlacerTool 的 E001 挂载分支与其余
AI(BrainGraph) 提示文案统一改为指向配方向导路径。
2026-07-29 15:38:44 +08:00
joywayer 94bbf3acf2 chore(data): 7 个 ABL_ 能力资产重型为对应子类 SO 并迁入参数(m_Script+字段) 2026-07-21 12:17:21 +08:00
joywayer 9eca69a6ba @
feat(enemy): E001 追击改为冲刺+冷却(朝玩家方向冲,撞墙/边缘停,CD后再冲)

按新设计:进入追击→Skill_Start(张口)→起手后按玩家所在侧一次性确定方向→
速度直冲(非 nav,接触伤害开)→撞墙/到平台边缘(WouldBlockAhead)或受阻即停→
Skill_End(收招)→进入冷却(ABL_E001_Chase.cooldown=1s)。一次冲刺=一次能力执行,
AI 追击态在冷却结束时经 EnsureAbility 重触发下一次冲刺。

- ContactChaseAbility:无限跟随改为有限冲刺;方向 committed(会越过跳开的玩家,
  可被躲);加窗口净位移卡死兜底——撞上未在检测层的碰撞体(玩家/边界墙)原地不动
  时结束冲刺转收招+冷却,避免卡死。
- ABL_E001_Chase.cooldown 0→1(可在 SO 调)。

PlayMode 验证(净域重载后):Skill_Start→冲刺(实测冲 7 单位、伤害开)→受阻→
Skill_End→冷却→冷却结束重新起手冲刺,完整循环。速度直冲不依赖 nav,敌人实际
位移正常。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 16:46:37 +08:00
joywayer 36aa2006e4 @
feat(enemy): E001 追击动画 Skill_Start/Loop/End 完整化,符合设计文档

依据 Docs/Game/Design/小怪设计-程序开发文档-01.md:感知→Skill_Start(张口,单次)
→Skill_Loop(快速爬行追击,循环)→丢失目标→Skill_End(收招,单次)→Move_Patrol,
E001 无警觉态。

原问题:ContactChaseAbility 的 loop/end clip 都空、无 start clip,追击全程无
动画;Approach 步态还错播 Move;有多余警觉态(Alert clip 也空)。

- ContactChaseAbility:加 _startClip;协程 Skill_Start(锁动画+等时长,不伤人)→
  开伤害+Approach+Skill_Loop(循环)→退出播 Skill_End。丢失目标(ExternalRequest
  中断)播 Skill_End;受击/死亡硬打断不播。
- EnemyBase:加动画锁 LockAnim/IsAnimLocked——一次性招式动画期间步态不覆盖;
  PlayLocomotionClip 的 Approach 改为不驱动步态(追击动画归能力)。
- EnemyLocomotion:锁定期不算"已应用",解锁后重同步步态(避免卡在 Skill_End)。
- ENM_E001_Stats:HasAlertState=false(设计无警觉态)。
- prefab + 脚手架:ContactChaseAbility 接线 Skill_Start/Loop/End;新增
  AssignClipTransition 助手(按名+路径定位同名 clip)。

PlayMode 验证:Skill_Start(locked/不伤人)→Skill_Loop(伤害开)→Skill_End
(locked)→步态恢复 Move,全链符合设计。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 16:27:02 +08:00
joywayerandClaude Opus 4.8 1bc6f5bf1c refactor(ai): Chase 走 Locomotion.Approach;删除 Idle/Patrol/Alert 协程能力与 SO
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 12:24:45 +08:00
joywayerandClaude Opus 4.8 2e2df2b5dd refactor(ai): E001 贯彻"AI只决策"——每状态=一能力(Model A)
AI 决策层(E001CaoZhiAi + PerceptionStateMachine)彻底移除所有 actuation:
不再有 Mover.Stop/FacePlayer/UseChaseSpeed/WalkRandom、也不再 SetPhase。
每个 AI 状态只声明触发哪个能力 id,行为(移动/朝向/停/速度/动画/伤害/
阶段声明)全部下沉到对应能力里。

- 新增 IdleAbility/PatrolAbility/AlertAbility:待机静止、巡逻游走、
  警觉朝向玩家,各自 SetAiPhase 驱动阶段动画。
- ContactChaseAbility 追击进入时自设 RunSpeed + Chase 阶段(原在 AI)。
- PerceptionStateMachine 改为 AddAbilityState:进入/每帧 EnsureAbility
  (被打断/受击后自动重触发)、离开 InterruptAbilities;转换规则不变。
- IEnemyActor/EnemyBrainContext 移除已无用的 SetPhase,保留 HasAlertState。
- 新增 SO:ABL_E001_Idle(e001_idle)、ABL_E001_Patrol(e001_patrol)。
- 脚手架 PlaceE001 与 ENM_CaoZhi 预制体同步为四能力结构;TestRoomA
  实例替换为规范预制体实例。

PlayMode 验证:Chase→ContactChaseAbility、脱离感知→Move_Patrol→
PatrolAbility,阶段由能力设置,无报错。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 10:05:14 +08:00
joywayerandClaude Opus 4.8 6c27993e09 feat(ai): 敌人感知↔状态模型——待机/警觉/追击/巡逻 + 可复用感知状态机
感知门面 EnemyBase.InChaseZone(追逐/aggro)/InVisionZone(视野/los,缺省回退aggro),纯查询;
转换逻辑归 AI 层: 新增可复用 PerceptionStateMachine(统一规则,HasAlert/视野缺省自动降级);
规则: 未发现进视野→警觉, 进追逐→追击(委托能力), 追击脱离视野→巡逻(永不回警觉,再进视野再警觉).
EnemyStatsSO.HasAlertState 勾选项; ContactChaseAbility 改纯执行器(退出由AI中断); E001 用可复用件.
PlayMode 验证四态转换全通过.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-09 15:10:39 +08:00
joywayerandClaude Opus 4.8 150fadb72e fix(content): E001 能力/prefab 对齐设计——技能无CD、伪装期不伤人
ABL_E001_Chase/Alert cooldown 1.5→0(设计:E001无主动技能CD,再入感知立即追击);
ENM_CaoZhi prefab 与脚手架 PlaceE001 的 BodyContactDamage 初始禁用(伪装期不伤人,
追击期由 e001_chase 能力开启)。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 16:52:03 +08:00
joywayer 247de307c6 UI 系统 2026-06-08 16:05:00 +08:00
joywayer 5ad6ed8ae6 feat: Enhance CameraZoneMigrationTool with rectilinear polygon reconstruction and fallback handling
- Implemented a new method for reconstructing rectilinear polygons from trigger points.
- Added a fallback mechanism using nearest neighbor ordering and 2-opt optimization for irregular shapes.
- Updated point sorting to ensure counter-clockwise orientation for polygon colliders.

fix: Suppress validation warnings during batch enemy placement in SceneObjectPlacerTool

- Introduced a static property in EnemyBase to suppress validation warnings during editor object placement.
- Updated SceneObjectPlacerTool to utilize this property when creating enemy game objects.

refactor: Clean up OnValidate method in EnemyBase to respect suppression flag

- Modified OnValidate to check for the suppression flag before logging warnings about missing configurations.
2026-05-26 16:17:24 +08:00
joywayer 5a0f1548ea Refactor code structure for improved readability and maintainability 2026-05-26 13:04:38 +08:00
joywayer 27c0d200c9 Refactor and clean up game assets and editor modules
- Deleted unused weapon and enemy stat assets to streamline project.
- Updated player form assets to reference new default weapon IDs.
- Enhanced DataHub editor UI for better usability, including improved tab management and detail views.
- Removed icon references in various editor modules to simplify the interface.
- Added new boss skill assets and corresponding metadata for future development.
- Created new folders and metadata for organizing boss-related assets, skills, and stats.
- Implemented a new skill asset with updated properties for better gameplay mechanics.
2026-05-21 07:59:01 +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 2dcb7a961a 角色能力,存档 2026-05-19 11:50:21 +08:00
joywayer f264329751 摄像机区域的架构改动 2026-05-15 14:47:24 +08:00