joywayer and Claude Opus 4.8
2e2df2b5dd
refactor(ai): E001 贯彻"AI只决策"——每状态=一能力(Model A)
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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
joywayer and Claude Opus 4.8
643f63c737
fix(nav): 修复 nav 寻路核心用法——重寻路防抖 + allowCloseEnoughPath
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根因1: PathBerserker2d NavAgent.UpdatePath 明确禁止每帧调用(路径计算跨帧,每帧重启则永不完成、
agent永不移动),而追击每帧 MoveTo→RequestMoveTo→UpdatePath。修: EnemyNavAgent.RequestMoveTo
加防抖(目标位移阈值0.5m + 最小间隔0.25s),让路径算完并跟随;StopNavigation 复位。
根因2: NavAgent.allowCloseEnoughPath 默认false→追击玩家(常不在导航段上)寻路直接失败。
修: 脚手架(4个PlaceExxx)+E001 prefab 设为 true(寻路到最近可达点)。
验证: 敌人 nav 巡逻/追击已能真正跟随路径移动(following=True)。
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-07-09 16:43:52 +08:00
joywayer and Claude Opus 4.8
790595d8de
fix(scaffold): 碰撞体底部对齐 y=0(原点=脚底) 修正 NavAgent 有效位置 + 追击改回nav
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根因: NavAgent 用 transform 原点(0,0)判定是否在导航段上,而脚手架 CreateBodyCollider
未设 offset(碰撞体居中,底部在-size.y/2),站到地面时原点悬在导航线上方→HasValidPosition=False。
修复: AlignColliderBottomToPivot 让所有身体/HurtBox/HitBox 碰撞体底部对齐 y=0(通用规则,
角色/敌人/Boss 同理);同步修 E001 prefab 碰撞体 offset。验证: 敌人落地后 navValid=True(自动)。
追击能力改回 nav 寻路(MoveTo),不再直接移动。
注: 导航路径"跟随"仍有既有集成问题(UpdatePath 后 agent 不跟随可达路径),需另行排查。
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-07-09 16:22:54 +08:00
joywayer and Claude Opus 4.8
d0f69b0599
fix(ai): E001 追击真正移动+攻击——直接水平爬行 + prefab 补挂 EnemyAiBrain
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追击移动从 A* 寻路(MoveTo)改为直接朝玩家水平爬行(MoveInDirectionWithSpeed):
地面爬行怪不需寻路,且不依赖场景 NavGraph 烘焙(PathBerserker2d 在测试场景失效)。
ENM_CaoZhi prefab 补挂 EnemyAiBrain(_definitionId=E001),使对象池/prefab 生成的敌人也有AI
(此前只有脚手架场景实例有brain)。PlayMode 验证:敌人爬向玩家并接触伤害击杀。
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-07-09 15:48:50 +08:00
joywayer and Claude Opus 4.8
150fadb72e
fix(content): E001 能力/prefab 对齐设计——技能无CD、伪装期不伤人
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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
c7dd125bc0
添加资源
2026-06-12 12:05:30 +08:00
joywayer and Claude Fable 5
64822595b3
fix(player): 补挂 CheckpointRespawnHandler——存活回检查点链路接通
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PlacePlayer 脚手架新增 CheckpointRespawnHandler 并自动绑定
EVT_CheckpointRespawn/EVT_FadeOutRequest/EVT_FadeInRequest;
Player.prefab 同步补挂修正。此前 LethalTrap 存活路径 Raise 的
EVT_CheckpointRespawn 无任何监听者,玩家不会被传送回检查点。
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com >
2026-06-12 11:04:33 +08:00
joywayer and Claude Opus 4.8
ef7ff63b67
feat(combat): HitBox 新增 _targetLayers 实例级伤害目标过滤
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Physics2D 碰撞矩阵只决定哪些层之间产生 Trigger 事件(全局门),无法表达单个判定盒的伤害目标差异。新增 _targetLayers 掩码:事件发生后仅对配置层结算伤害,拼刀检测独立于该过滤;Enter 入口同步过滤,非目标不进入命中/占用跟踪。默认 Everything,存量资产行为不变。
ENM_CaoZhi 接触伤害盒按规范配置 _targetLayers=PlayerHurtBox(不误伤友军),并清掉误配为 Player 层的 _rivalHitBoxMask(身体接触不参与拼刀)。已实机验证收紧后接触伤害正常。
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-12 10:15:27 +08:00
joywayer
9e7b513e60
删除旧生成的截图
2026-06-11 13:28:04 +08:00
joywayer
a1f54b68e6
Refactor interaction prompt system to use world space prompts
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- Removed the InteractPromptWidget from HUD and its references in HUDController.
- Introduced IInteractPromptView interface for world space interaction prompts.
- Implemented WorldInteractPrompt class to manage display of interaction prompts in world space.
- Updated InteractableDetector to handle showing/hiding of world space prompts based on player proximity to interactable objects.
- Created a new prefab for UI_WorldInteractPrompt to facilitate the new interaction prompt system.
2026-06-10 14:14:08 +08:00
joywayer
ebf0c97320
refactor(enemy): 敌人专属子类改为零代码配置型行为组件
2026-06-09 15:56:44 +08:00
joywayer
247de307c6
UI 系统
2026-06-08 16:05:00 +08:00
joywayer
b582317692
UI 系统
2026-06-08 11:26:17 +08:00
joywayer
1897658a00
UI系统
2026-06-07 11:49:55 +08:00
joywayer
d794b83ebe
UI系统组件
2026-06-06 09:00:11 +08:00
joywayer
fe4fd60083
地图系统
2026-06-05 18:41:33 +08:00
yangyu
10ca83ce86
Merge branch 'master' of https://git.joywaygames.cn/basegames/zeling_v2
2026-05-26 16:14:20 +08:00
yangyu
bc1061524e
no message
2026-05-26 16:14:16 +08:00
joywayer
9369f512d1
Merge branch 'master' of ssh://git.joywaygames.cn:2222/basegames/zeling_v2
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# Conflicts:
# Assets/_Game/Scenes/Testings/FengXianMountain.unity resolved by theirs version
2026-05-23 00:10:51 +08:00
joywayer
b7baf7ad6a
Add WeaponFeedback component and AddressableManagerWindow meta file
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- Implemented WeaponFeedback class for handling weapon-related feedbacks such as hit effects and attack sounds.
- Added meta file for AddressableManagerWindow to manage addressable assets.
- Included a new jump.data file for profiler data.
2026-05-22 22:03:32 +08:00
yangyu
0c3818497a
no message
2026-05-22 15:07:43 +08:00
joywayer
7461d181fe
FengXianMountain
2026-05-22 13:38:41 +08:00
joywayer
285ac46e31
优化 DiHun 武器和角色表单的属性,更新击打盒 ID 和颜色设置
2026-05-22 07:07:10 +08:00
joywayer
f096105caf
编辑器扩展优化
2026-05-20 19:55:11 +08:00
joywayer
d0a1112737
调整TagManager,重新导入素材
2026-05-19 19:59:52 +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