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Author SHA1 Message Date
joywayer 9aaa41e420 meta 2026-08-03 14:53:45 +08:00
joywayerandClaude Opus 5 d61f10ee80 merge: DataHub 敌人能力总览表格
补回删除旧 Boss 轨时丢掉的能力资产编辑器视图(spec §6.4)。
做成跨敌人对比表而非标准列表+详情:能力按敌人分目录存放,
逐个点开看不出问题,需要的是横向比射程/权重/冷却。

问题列复用资产自己的 Validate(),规则只有一处;不提供新建,
类型化子类与目标目录由角色向导保证。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 14:38:25 +08:00
joywayerandClaude Opus 5 bb577f01a8 feat(editor): DataHub 新增敌人能力总览表格,补回删旧 Boss 轨时丢的编辑器视图
删除 BossSkillModule / BossSkillSequenceWindow 后能力资产没有任何编辑器总览
(spec §6.4 记为待补)。本次补上,但不照搬「列表 + 详情」的标准形态:

能力资产按敌人分散在 Data/Enemies/{敌人}/Abilities/ 下,逐个点开看不出问题;
真正需要的是横向对比——同一敌人的招之间射程/权重/冷却是否成比例、有没有
Attack 类却射程为 0 的死招。所以做成一张跨敌人的对比表,表格本身就是导航:
点行即选中资产,Inspector 出现在表格下方。列均可点击排序。

两点刻意的设计:

- 问题列直接调资产自己的 Validate(),不在表格里另写一份判定规则。否则 SO 侧
  改了规则,表格会继续按旧规则报。
- 不提供新建。能力有类型化子类且必须落到对应敌人目录,这两件事由角色向导保证
  (CLAUDE.md 第 2 条不裸建);模块只给一个跳转向导的按钮。

取数与排序抽成纯函数(EnemyAbilityOverview)与 UI 分离:UIElements 构建不可单测,
而表格真正会出错的是「归属怎么从路径推导」「问题从哪来」「排序对不对」,
这三处都是纯逻辑,抽出来即可覆盖。

spec 里还提到「阶段一览」,本次不做且不打算做:阶段现在归 BossPhaseAbilityGate
(预制体上的组件),不在 SO 上,配方/资产层看不到它——与 ApproachAttackEngagement
无法在配方层校验选招器是同一类边界。

验证:编译 0 错;EditMode 279/279(273 + 新增 6)。
UI 路径另做程序化冒烟(单测覆盖不到):模块被 DataHubWindow 自动发现并排在
「敌人」之后,两个面板构建无异常,表格 18 行 = 项目 18 个能力资产;
过滤实测 18 / 仅 Attack 5 / 仅有问题 0(与 SO 校验"全部合法"一致),
归属降序首行为 E006 符合序数排序。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 13:09:05 +08:00
joywayerandClaude Opus 5 bf7899f91a feat(combat): 接通弹反反制——弹反成功让发起攻击的敌人硬直
EnemyBase.ReceiveParry 早就存在且形态正确(强制 Stagger + 打断全部能力 +
定时恢复,小怪 Boss 通用),但一直零调用者:弹反判定点拿不到攻击者引用。
硬直时长的权威也早就存在——ParryConfigSO.StaggerDuration,注释写着
「被弹反敌人的受击硬直时长」,同样零消费者。本次只是把这两端接上,没有新造语义。

接缝选在 DamageInfo 而非"弹反成功时回调 HitBox"(spec §6.2 留的两个选项):
攻击者引用与既有的 SourceProjectile 完全同构——都是"攻击从哪来"的引用,
供弹反分支反向作用于来源。落到代码上就是弹反分支里并列的两行,不引入第二条回调链路。

- Combat 新增 IParryable(攻击被弹反时的反制承受方)。用接口是因为程序集方向:
  Combat 不能反向依赖 Enemies,而 HurtBox.ReceiveDamage 是唯一同时握有
  弹反结果与 DamageInfo 的地方。与 IDamageable 同款做法。
- DamageInfo 加 Attacker 字段([NonSerialized],Builder 与 From 工厂同步支持)。
- HitBox 在 Activate 时按宿主解析并缓存 IParryable——与 _ownerRigidbody 同源、
  与 _ownerProjectile 同手法。放 Activate 而非 Awake:attacker 可由调用方传入。
- ParrySystem 暴露 StaggerDuration,HurtBox 在弹反成功时读它,不另立常量。
- EnemyBase 声明实现 IParryable(方法签名本就匹配,无需改实现)。

顺带确认旧的全局误伤路径确实已随 Boss 单轨合并删净:全库不再有
HandleParrySuccess,ParryInfoEventChannelSO 只剩 ParrySystem 自己 Raise,
不存在"弹反小怪导致场上 Boss 一起硬直"的双重路径。

验证:编译 0 错;EditMode 276/276(273 + 新增 3)。
测试走完整 HurtBox 流水线:反射仅用于喂配置与跑真实 Awake,被测逻辑全程生产代码
(与 BossPhaseAbilityGateTests 同一手法)。硬直时长断言取 1.25f 这个非默认值,
才能证明读的是配置而非常量。用例把完美弹反阈值设为负数以避开会改 Time.timeScale
的子弹时间协程(编辑模式下它 yield 后不会恢复),TearDown 另有兜底还原。
变异验证——注释掉 HurtBox 里那一行后,恰好只有反制用例变红;还原后复验 276/276。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 11:36:52 +08:00
joywayerandClaude Opus 5 1e3c060c8d fix(core): 对象池真正通知 IPoolable,复用的敌人不再以死亡状态出场
IPoolable 的接口文档写着「由 PooledObject 子类或同 GameObject 上的其他
MonoBehaviour 实现,并在 PooledObject.OnSpawn/OnDespawn 中手动驱动」,
但那两个方法是空的 public virtual,全库无任何 PooledObject 子类,
GlobalObjectPool 也从不查找 IPoolable 组件——这份契约从未生效过。

全库 .OnSpawn(/.OnDespawn( 的调用点只有 4 处,真正驱动 EnemyBase
(唯一的 IPoolable 实现者)的只有 EnemyRespawner 一处手动补调。后果:

- EnemyBase.OnDespawn 在生产中从未被调用,其中的 _nav?.Stop() 是死代码;
- 更严重的是取出侧:PerformDeath 会 ForceState(Dead) 并禁用全部碰撞体后归池,
  而 EnemySpawnerOnEvent / ChaoFengBoss 召唤 / RangedEnemy 这些取用方
  没有补调 OnSpawn,拿到的复用敌人仍停在 Dead 态、碰撞体全关、HP 为 0——
  一个不可交互也不会动的幽灵。EnemyRespawner 路径侥幸没暴露,只因为它手动补了。

修法是让池履行它自己声明的契约,而不是让各调用方继续手动补调:
PooledObject.OnSpawn/OnDespawn 转发给本物体上的 IPoolable。只扫本物体、
不向下扫子物体——接口文档限定的就是「同 GameObject」,向下扫会让嵌套的
可池化对象被两个 PooledObject 各通知一次。组件集惰性解析一次并缓存
(池化本就是为省开销,不能每次进出都遍历组件)。

同时统一两条归池路径的顺序:GlobalObjectPool.Despawn 原本先 SetActive(false)
再 OnDespawn,而 PooledObject.ForceReturnToPool 是反过来的。转发接通后这个
顺序就成了可观察行为,两条路径必须给出同一份契约——统一为「先通知再停用」,
清理才跑在还活跃的对象上。

EnemyRespawner 那次手动 OnSpawn 随之改为只在兜底实例化路径调用:池化路径
现在由转发完成,重复调用会让 OnSpawn 末尾的 Spawned?.Invoke() 触发两次,
即重复执行出生能力。(今天重复触发会被 Execute() 的 !_isRunning 门挡住,
但那是运气不是设计。)

验证:编译 0 错;EditMode 273/273(269 + 新增 4)。
分阶段观察过失败面:只加转发时,2 条转发测试转绿、顺序测试仍红在
WasActiveOnDespawn 上;补顺序后全绿。
变异验证——把扫描范围改成 GetComponentsInChildren 后,边界测试恰好变红
(该测试在修复前是平凡通过的,需确认它真有约束力),还原后复验 273/273。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 16:03:57 +08:00
joywayer 5178b73637 Merge branch 'master' of ssh://git.joywaygames.cn:2222/basegames/zeling_v2 2026-07-31 15:01:07 +08:00
joywayerandClaude Opus 5 43ffc8736b merge: Boss AI 双轨统一 — 决策层与执行层一并并入小怪轨
核心洞察:Boss 侧那层"富编排"从未真正存在——全项目 0 个 AttackPatternSO/
SkillSequenceSO 资产、5 个 BossSkillSO 全空、BossSkillExecutor 跑一遍纯空转、
UseBossSkillWeighted 零调用者、Boss 预制体上没有 EnemyAiBrain。唯一的 Boss(嘲风)
实际用的就是动画事件驱动,即小怪轨的做法。所以"按复杂度分层"的前提不成立,
双轨只是让机制原语出现平行实现并已开始漂移。

- 决策归 AI 图:Boss 走 [AiDefinition] AiScript 手写图(不建 Boss 骨架/配方——
  Boss 间差异远大于小怪,骨架会退化成开关面板)
- 阶段 = 换招池:BossPhaseAbilityGate 按阶段启停能力组件,不在 SO 上写阶段字段
- 招走 EnemyAbilitySO + EnemyAttackSO;判定/生成/音效/无敌帧全挂动画事件
- Boss 专属只剩 IBossControl facet(非 Boss 访问即抛)+ 几个旁挂 MonoBehaviour
- 删旧轨 9 个脚本与 5 个空能力资产;两条脚手架创建链路改挂新轨
- 选招器补防重复折扣(WeightedRandomAntiRepeat),取代旧轨同名逻辑

顺带修掉三个波及全体敌人的缺陷:
- EnemyHurtState/EnemyStaggerState 在无对应动画 Clip 时守卫式早退却丢掉恢复安排,
  敌人被打一次即永久失能(美术未接入时影响大部分敌人)
- 池化复活带着上一条命的能力冷却:OnSpawn 那行 InterruptAll 的两道 IsRunning 门
  让它恒为空转,注释所称的"重置冷却"从未发生
- BrainBuilder.Build() 只做正向校验,已声明却无出边的非终态会让敌人永久卡住且
  零报错;现加"非终态必须有出口"校验,部分图另走 BuildPartial()

净变化:139 文件,+3808/-4211;删 10 个脚本、加 14 个。
验证:编译 0 错;EditMode 269/269。
未做:进 Play 实跑嘲风战的人工验收(嘲风动画 Clip 仍缺,卡美术资源)。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 14:56:07 +08:00
joywayerandClaude Opus 5 0f676b0e88 feat(ai): Build() 校验「非终态必须有出口」,堵住零报错的永久卡死
BrainBuilder.Build() 此前只做正向校验——边指向的态是否已声明(RequireState
的同款关切);反向从不检查。一个已声明却没有任何出边的非终态,会让敌人进去
就永久停在那里,且全程零报错。计划里点名的风险点是 BossFragments.PhaseTransition:
它按设计不自带出边,出口全靠调用方补挂,漏一条就把 Boss 锁死。

做法:AiState 加 IsTerminal,StateBuilder 加 .Terminal() 显式标记,
AiStateFragments.Terminal() 自带该标记;Build() 对「非终态且无出口」抛异常。

「有出口」的判定比计划原话严一档,两点都是照 AiRuntime 的实际行为定的:
- 自转换不算——Switch 对 Target == 当前态直接 return false,根本出不去;
- 全局转换不算——全局事件边要外部推信号才触发,不是自主出口。把它算作出口,
  等于让「只有死了才出得去」的死角通过校验,而那恰是本校验要暴露的东西。

校验放在 Build() 而非各生产入口:生产的完整图装配点是 AiScript.GetOrBuildGraph
与 AiRecipeSO 两处,放 Build() 能让将来新增的入口默认受保护。代价是模块单测
需要一条别的路——单个 IUnawareModule / IEngagementModule 按设计只声明自己的态,
升级边由 PerceptionSkeleton 事后挂,单独构建时的死角是正常中间态而非缺陷。
为此加 BuildPartial():跳过本项校验,其余照旧。

测试侧按语义分两类处理,没有一刀切:
- 概念上确实是终态的(Dead)标 .Terminal(),保留 Build() 的全量校验;
- 隔离验证单个模块/片段的部分图改用 BuildPartial();
- AiScriptTests / AiDefinitionRegistryTests 的夹具经 GetOrBuildGraph 走生产
  Build(),给桩汇态补了回边——这两条本就该验完整图。
- 断言 Build() 因别的原因抛异常的用例原样保留。
PerceptionSkeleton 与嘲风图建的都是完整图,无需改动即通过——这本身就是覆盖。

验证:编译 0 错;EditMode 269/269(264 + 新增 5)。
加校验后曾有 49 条既有测试变红,全部为上述两类夹具,逐条按语义修正后转绿。

变异验证:注释掉 ChaoFengAi 里 PhaseTx 的 txDone 出边后,ChaoFengAiTests
8 条全部变红,报错精确点名 'PhaseTransition';还原后复验 269/269。
本改动之前,同样的删除是零报错的——Boss 会静默锁死在过渡态,
这正是本校验存在的理由。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 13:21:07 +08:00
joywayer 30a880c922 场景 2026-07-31 11:23:49 +08:00
joywayerandClaude Opus 5 6414fa2dfe fix(enemy): 池化复活的敌人不再带着上一条命的能力冷却
EnemyBase.OnSpawn 里 InterruptAll 那行的注释写着「重置能力冷却」,
三处都不成立:

1. EnemyAbilityRegistry.InterruptAll 有 `if (ab.IsRunning)` 门;
2. EnemyAbilityBase.Interrupt 里还有一道 `if (!_isRunning) return`;
   出生时没有能力在跑,循环体一次都不执行;
3. 即便执行到,末行是 `_cooldownEndTime = Time.time + cooldown * 0.5f`——
   那是「中断后计半程冷却」的写入语义,本就不是清零。

冷却以绝对 Time.time 记时,于是上一条命的剩余冷却原样活到下一条命。
活路径是 EnemyRespawner.SpawnEnemy():敌人死亡归池、延迟复活后取出复用,
按 1.5–10 秒的冷却量级,新生的敌人有数秒出不了招。

修法是补一条真正的清除路径而非改动中断语义:
EnemyAbilityBase.ResetCooldown() 把 _cooldownEndTime 清回出生态的 -1,
EnemyAbilityRegistry.ResetAllCooldowns() 不看 IsRunning 逐个调用,
OnSpawn 显式调用它。原 InterruptAll 保留为兜底中断,但注释改为陈述它
实际做的事——那句失真的注释正是这个缺陷藏了这么久的原因。

测试的冷却全程由生产代码写入:Execute() 启真实协程(编辑模式下跑到首个
yield 即挂起,_isRunning 留 true),再由 Interrupt() 经真实路径写冷却,
不反射直写字段,否则测到的是伪造状态而非真实时序的产物。

验证:编译 0 错 0 警;EditMode 264/264。
修复前该用例是唯一变红的一条(263/264),失败值 5.0f 恰为
cooldown(10) × 0.5,精确指向上述第 3 点。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 11:13:49 +08:00
joywayer 9120964be0 fix(enemy): 无受击/僵直动画时不再永久卡死
EnemyHurtState 与 EnemyStaggerState 的 Enter 在对应 Clip 为空时守卫式早退,
**同时丢掉了恢复安排**:_currentState 永远停在该态,IsControllable 恒假,
AiRuntime 的让位门永久挡住条件边求值——敌人被打一次即永久失能。
美术未接入时这影响的是大部分敌人。

TakeDamage 是分发点:霸体被破进 Stagger、否则进 Hurt,两条都可达,
所以这是两个活 bug 而非一个。EnemyKnockUpState 本就有 else 分支走
ScheduleStateRecovery,是正确范式;本次把该分支补给另外两个,并加一条
KnockUp 回归测试守住它。

时长权威没有新造:
- Hurt 接上 DamageSourceSO.HitStunDuration——该字段一路铺到 DamageInfo
  却零消费者,本就是「这一击让对方僵多久」的既有权威;经 PendingHitStun
  传给状态,形状与既有的 PendingLaunchDir 一致。
- Stagger 用 HitTierConfig.staggerDuration——该结构 tooltip 本就写着
  「Stagger / KnockUp 参数」却只有 KnockUp 的字段,属补齐而非发明。

顺带修 ScheduleStateRecovery 不取消前一次安排的问题:两个重叠安排里较短的
会先把状态改回 Controlled,静默缩短调用方想要的时长(ReceiveParry 接线后
就会撞上)。并在 OnSpawn 清掉跨池化周期残留的协程句柄。

注:Knockback 目前零调用者,其中的 PendingHitStun 赋值今天是死代码,
但它是 public virtual 且会进 Hurt 态,不设则将来接线时会用到陈旧时长。

验证:编译 0 错;EditMode 263/263(260 + 新增 3)。
变异验证——移除两个 else 分支后恰好 Hurt/Stagger 两条测试变红、
KnockUp 回归测试保持绿,恢复后复验 263/263。
2026-07-31 09:40:47 +08:00
joywayer 691b19fd11 setting 2026-07-31 09:20:32 +08:00
joywayerandClaude Opus 5 6d3816d7ef docs(enemy): Boss AI 单轨落地——新增作者指南,清理描述已删除系统的长期文档
新增 Docs/Guides/09_BossAi_Authoring_Guide.md:
定制路径写法([AiDefinition] + AiScript)、建态原语(AiStateFragments +
BossFragments + IBossControl)、阶段=换招池、一招怎么配(EnemyAbilitySO +
EnemyAttackSO + 动画事件)、开战触发、死亡归物理层,
以已落地的 ChaoFengAi 为逐段范例,附 Boss 专属陷阱与已知缺口。
08 号指南加交叉引用。

删除两份整份描述已删除且从未实现的体系的文档:
Docs/Architecture/23_BossSkillModule.md、Docs/Design/47_BossSkillSystem.md。
删前已确认全库无 Markdown 链接残留,索引行与关联文档行改指新指南或 spec。

修订:25_CharacterArchitectureOverview §4 Boss 章节按实际代码重写;
07_EnemyModule 加过时提示、§11 改重定向;02_EventSystem 修正 Boss 事件发送方;
19_BossPatternLibrary 加废止提示(设计意图仍有效,类型名已废);
AssetFolderSpec 删旧 Boss 技能编辑器条目;三处 README/索引同步。
Docs_Dev/ 历史记录保留不动。

spec 标记为已实施,并记录实施期偏差(无 Boss 骨架、Telegraph 枚举保留、
阶段直查不走黑板、BossSkillEvent 一并删除)与八项已知未完成项,
其中 EnemyHurtState 无受击动画永久卡死为最高优先级、且与 Boss 轨无关。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 17:14:32 +08:00
joywayerandClaude Opus 5 cf0ac60fad refactor(enemy): 清全库行为树残留,删无人使用的 Boss 技能事件频道
Task 21 Step 2 全库扫描后的收尾:

注释与 Tooltip 里的旧决策层措辞逐处改为只描述功能——
EnemyControlledState / RangedEnemy / FlyingEnemy / SensorSlotNames /
EnemyPoiseComponent / EnemyAnimationConfigSO / EnemyAiBrain。

EnemyQuotaManager 的序列化字段 _maxActiveBehaviorTrees 改名 _maxActiveBrains
(它裁剪的实际是 EnemyAiBrain),带 FormerlySerializedAs。复核确认目前
无任何场景 / 预制体挂载该组件,故无值可丢;属未雨绸缪。

BossSkillEventChannelSO + BossEvents.BossSkillEvent + EVT_BossSkill.asset 删除:
唯一发送方 BossSkillExecutor 已随旧轨删除,复核确认全项目零发送方、零订阅方,
资产 guid 在场景 / 预制体 / Addressables 分组中均无引用。

自检:编译 0 error;EditMode 260/260 通过;
SO 校验 0 error 0 warning;层矩阵 25/25 正确。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 17:14:09 +08:00
joywayer 2c569dcf0d docs(enemy): Task 21 补 Step 2.5——处理描述已删除系统的长期文档
Task 19 发现约 20 份文档仍在描述旧 Boss 轨,含两份整份失效的架构/设计文档。
按第 7 条,Docs/ 是长期文档,留着描述不存在的类型比没有更糟。
分类处理:两份整份删除、AssetFolderSpec 局部修订、Guides 随新章节改写、
Docs_Dev 的历史记录保留不动(那是过程记录,改了反而失真)。
2026-07-30 16:47:51 +08:00
joywayerandClaude Opus 5 ad41da0410 refactor(enemy): 删预警旧路径,预警统一走动画
telegraphVfxKey / telegraphDuration / TelegraphRoutine 删除。
预警的正确载体是 clip 本身——姿态在动画里,音效与特效在动画事件上
(PlaySFX / TriggerFeedback 已于阶段一补接)。旧路径会在动画之前
插一段无动画的静止等待,是同一件事的第二条平行路。

AbilityRunState.Telegraph 枚举值保留:BlinkStrikeAbility 现身闪光段
仍在自己协程里显式置位(计划原文假设它零消费者,实测不成立),
只删了基类的默认预警协程。顺带清掉该文件里遗留的行为树插件措辞。

18 个 ABL_ 资产经 AssetDatabase.ForceReserializeAssets 重写,
去掉已删字段的死键;顺带补齐了这些旧资产缺失的当前字段默认值
(designNote / category / weight / rangeRadius / rangeOffset / maxDashDuration),
无任何已有取值被改动。SOValidationRunner:0 错误 0 警告。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 16:45:51 +08:00
joywayerandClaude Opus 5 d3013b1053 refactor(enemy)!: 删除旧 Boss 轨 9 个脚本
BossSkillSO / AttackPatternSO / SkillSequenceSO / BossSkillExecutor /
BossSkillTypes / WeakPointSystem / TelegraphSystem / BossSkillModule /
BossSkillSequenceWindow,连同 Patterns 独立程序集(BaseGames.Enemies.Boss.Patterns.asmdef,
已核实无任何 asmdef 按名或按 GUID 引用它)整包移除。

删前先清两处引用:
- ChaoFengKnockdownCounter 击落打断改走 _boss.Abilities.InterruptAll(ExternalRequest)
- EditorScaffoldUtils 命名前缀表删掉两条指向已删类型的死条目(还与 AssetFolderSpec 的 ABL_ 冲突)

判据「有更优替代才删」逐项对应:
- 编排 → EnemyAbilitySO + EnemyAttackSO(归一化时机 / 槽位 HitBox)
- 阶段门 → BossPhaseAbilityGate
- 选招 → EnemyAttackSelector + WeightedRandomAntiRepeat
- 可弹反 → DamageSourceSO.Flags(CanBeParried),HurtBox 已在判定
- 弱点倍率 → HurtBox 自带倍率(原实现的 GetDamageMultiplier 零调用者)
- 预警 → clip 姿态 + 动画事件(TriggerFeedback / PlaySFX 已补接)
- 竞技场联动 → EnemySpawnerOnEvent
- 霸体窗口 → EnemyAttackSO.hasPoiseWindow 四字段

能力资产的编辑器总览视图随 BossSkillModule 一并消失,
后续补 EnemyAbilityModule(优先级低于 AiDefinitionValidator)。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 16:39:57 +08:00
joywayer ef1998db2b docs(enemy): Task 19 补 Step 0——两处计划遗漏的引用,不清则删除任务必然编译失败
ChaoFengKnockdownCounter.cs:82 有 BossSkillExecutor 的编译期类型引用,
该文件既不在删除清单也未安排改动,却仍被 ChaoFengBoss 使用。
EditorScaffoldUtils 的命名前缀表里有 BossSkillSO/SkillSequenceSO 两条死条目。

后续任务再添一项:池化敌人复活带着上一条命的冷却——OnSpawn 里
InterruptAll 的注释声称重置冷却,实际 Interrupt 在未运行时提前返回、
运行时又是设置而非清零冷却。影响全体池化敌人。
2026-07-30 16:28:21 +08:00
joywayerandClaude Opus 5 822dc90c21 refactor(enemy): 清行为树债——StopBehaviorTree 改名,删 ConsumeParryEvent
StopBehaviorTree → NotifyDecisionStop(方法体早已只是发 Died 信号)。
EnemyDeathSequence 的 _stopBehaviorTree 字段同步改名,带 FormerlySerializedAs 保值。
ConsumeParryEvent 及其 TTL 状态删除:零调用者,且 ForceState(Stagger) +
IsControllable 让位门已是更优表达,不需要第二条受击通道。

顺带清掉这三个文件里残留的行为树插件措辞(BD_* / BD Task / 停行为树)。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 16:23:47 +08:00
joywayerandClaude Opus 5 a44aafee3a refactor(enemy): BossBase 瘦身——删技能执行与弹反反制两套
技能选取/执行归 EnemyAttackSelector + EnemyAbilityBase(阶段一已就位),
BossBase 不再持有 BossSkillExecutor。阶段切换改用能力注册表打断在跑的招。

弹反反制整套删除:它订阅的是全局弹反成功频道,无来源过滤——
玩家弹反任意小怪都会让场上 Boss 硬直。正确形态是 EnemyBase.ReceiveParry
(谁被弹反谁硬直),其接线为独立后续任务。

调试面板的 BossSkillExec 行换为阶段与过渡状态。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 16:19:21 +08:00
joywayerandClaude Opus 5 635ab69bb6 refactor(enemy): BossResource 去掉自动放招,触发权交回 AI 图
满值时由 BossResource 直接调 UseBossSkill 是绕过决策层执行,
违反「AI 只决策、能力负责实现」。现在只维护数值并暴露 IsFull,
AI 图挂 When(x => x.Boss.ResourceFull) 边进专属招态。
顺带解除对即将删除的 BossSkillSO 的依赖。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 16:13:51 +08:00
joywayer 02c3a764a5 docs(enemy): 记录 Task 15 实测结论——含一个项目级严重 bug
后续任务新增最高优先级项:EnemyHurtState.Enter 在无受击动画时提前返回
且不安排回 Controlled,敌人被打一次即永久卡在 Hurt 态、AI 永久停摆。
美术未接入的当下等于大部分敌人一挨打就废。与 Boss 轨无关,需单独立项。

Task 16 加警示:不得删掉 Task 15 新增的 BossBase.Start()——它是场景直接
放置的 Boss 唯一一次应用阶段招池的时机(EnterPhase 只在换阶段触发、
OnSpawn 只在池化复用触发,开局都不跑)。

顺带更正计划头部的 Unity 版本(实际 2022.3.62f3c1,非 Unity 6)。
2026-07-30 16:05:26 +08:00
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 bdeefca75b docs(enemy): Task 15 补 Phase1_Tornado_HitBox 去留判定
Task 14 发现该 HitBox 在 _hitBoxes 数组随 BossSkillExecutor 移除后已无任何引用。
龙卷由动画事件生成弹体、判定自带,Boss 身上这个 HitBox 很可能多余。
要么删掉其创建与伤害源绑定,要么绑进对应能力的槽位——不得以无引用状态留在对象树上。
2026-07-30 15:19:57 +08:00
joywayerandClaude Opus 5 ba2e22cd58 refactor(editor): PlaceChaoFeng 改挂新轨——决策层 + 阶段门 + 能力组件
BossSkillExecutor 换为 EnemyAiBrain(_definitionId=ChaoFeng) +
BossPhaseAbilityGate + 6 个能力组件(一招一子物体,绕开
DisallowMultipleComponent)。HitBox 改绑命名槽位,阶段招池经反射写入。
顺带删掉 Place Boss Enemy 报告里的 BossSkillExecutor 旧轨提示,
以及已无引用的 using BaseGames.Boss。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 15:17:52 +08:00
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 e488255315 docs(enemy): Task 15 补两项——UseAbility 静默失败与频道资产实名
Task 11 发现 EnemyBrainContext.UseAbility 对找不到的能力 id 静默返回 false:
入场演出资产漏配会被静默跳过且零报错,是第 6 条禁止的静默通过。
建图期已挡掉空 id,故运行期解析不到必是配置错误,改为 LogError(非抛异常,
因为这是每帧路径)。放 Task 15 因为那是第一次能观察到配齐/漏配两种表现的时点。

Task 12 实测:EVT_BossFightToggled 资产不存在,实际是 EVT_BossFightEnded
被当开关用(BGMController 与 BossHPBar 都绑它)。资产名与用途不符是既存问题,
本次只记录不改名。
2026-07-30 14:58:08 +08:00
joywayer 990f90d383 feat(enemy): BossFightTrigger——补上缺失的开战触发
开战事件频道此前全项目零发送方,Boss 永远不开战。
触发时广播开战事件并向 Boss 决策层发 AiSignal.Engaged。
漏配目标 Brain / bossId / 两个频道 / 玩家层掩码 / isTrigger 一律逐条点名报错并停用组件,
不做部分执行——半开的战斗比彻底不开更难查。
2026-07-30 14:55:05 +08:00
joywayer 0d81d29527 feat(enemy): 嘲风 AI 图(BrainGraph 定制路径)
Wait →(Engaged) Intro → Ground⇄GroundAttack →(hp<50%) PhaseTx → Air⇄AirAttack。
Boss 不脱战(rest 指回自身)、阶段单向推进、起手就打完。
死亡不在图上:全局 Died 边进 Death 终态,演出归物理层。
8 条 EditMode 断言覆盖状态序列、过渡只发起一次、过渡结束必须转出、
脱离感知区不脱战、血量回升不回退阶段。
2026-07-30 14:51:08 +08:00
joywayer d172f903b6 docs(enemy): 记录 BrainBuilder 缺少「态是否有出边」校验
Task 9+10 执行时发现:Build() 只做 RequireState 的正向校验(边指向的态
是否已声明),不校验反向——已声明却无出边的非终态会让敌人永久卡住且零报错。
BossFragments.PhaseTransition 按设计不自带出边,正是这类风险点。
列入后续任务,并记录 MoveToAnchor 只在 OnEnter 采样锚点这一隐含假设。
2026-07-30 14:34:32 +08:00
joywayerandClaude Opus 5 eaba54ea76 feat(ai): Boss 图共享片段 + 竞技场锚点 + AiSignal.Engaged
BossFragments:阶段过渡 / 逼近选招 / 移动到锚点三个静态建态片段。
ApproachAttackEngagement 的建态逻辑提为 internal static Declare(态名参数化),
模块路径与 Boss 图路径共用同一份行为,Boss 可建多组(地面组/空中组)。

锚点坐标经 IBossControl.AnchorAt / DistanceToAnchor 暴露,不走黑板——
EnemyAiBrain._context 是私有的(BossBase 无从写入),且 ResetScratch 会清黑板
带来隐式时序约束。锚点本就是 Boss 专属知识,归 Boss facet 更直。
锚点漏配 / 下标越界显式抛,不回退到自身位置。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 14:32:32 +08:00
joywayerandClaude Opus 5 8c56d207bd feat(enemy): EnemyAbilitySO 补设计备注,命名前缀对齐规范
+ designNote(目标体量下能力数量大,设计意图需就近记录)。
fileName 由 EAB_ 改为 ABL_——AssetFolderSpec 第 298 行、两个向导
以及 PlayClipAbilitySO 等子类都用 ABL_,此前只有基类是 EAB_。
顺带清掉 abilityId 注释里的旧插件残留字样。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 14:23:41 +08:00
joywayerandClaude Opus 5 c05583a365 feat(animation): 敌人侧动画事件补接无敌帧与反馈四件
EnableIFrame/DisableIFrame → HurtBox.SetInvincible(与玩家侧同形态,
无敌时长由动画时间轴上两事件间距表达);TriggerFeedback/PlaySFX →
IFeedbackPlayer,用于音效预警。此前敌人侧只接了 7/20 个事件类型。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 14:20:47 +08:00
joywayer 5cc93483d3 feat(combat): HurtBox 自带受击伤害倍率
倍率归 HurtBox 自己(弱点部位就是一个倍率 > 1 的 HurtBox),
取代 WeakPointSystem 那份写进私有字段却零调用者的倍率——
其注释称由 BossStats 调用,而项目里根本没有 BossStats 类型。

倍率 1 时数值原样返回而非"乘完再钳最低 1":本改动先于任何消费者落地,
若默认路径引入钳制会静默改变游戏里每一次伤害计算。
测试用 ApplyDamageMultiplier(0)==0 守住这条——10 在两种实现下都得 10,
只有 0 能把二者区分开。变异验证:去掉该捷径后恰好该断言变红。
2026-07-30 14:15:12 +08:00
joywayer 5046125acb docs(enemy): 执行须知第 5 条——RequireComponent 指向抽象类型时 AddComponent 返回 null
HurtBox 标了 [RequireComponent(typeof(Collider2D))],Collider2D 是抽象类,
Unity 无法自动补齐,AddComponent<HurtBox>() 返回真 null。建测试对象须先挂
具体碰撞体。Task 6 实测证实;HurtBoxEditor.cs:97 早有同样注释,说明这个坑
项目里踩过但没写进规范。
2026-07-30 14:04:42 +08:00
joywayer c577d6baa6 docs(enemy): Task 16 的行为树残留清理已在 Task 5 顺带完成 2026-07-30 13:52:47 +08:00
joywayer 50f505279d feat(enemy): BossPhaseAbilityGate——阶段即换招池
按阶段启停能力组件,被禁用的招经 CanUse 自动退出选招候选,
阶段门不需要碰选招器。取代 BossSkillSO.availablePhaseIndices。
EnterPhase 先换池后广播;OnSpawn 回阶段 0(对象池复用)。
2026-07-30 13:50:34 +08:00
joywayer 24c612930e docs(enemy): 记录 EditMode 不触发 Awake 的坑,并分派两处越界发现
执行须知第 4 条:EditMode 下 AddComponent 不调用 Awake(Task 4 实测证实)。
后果是 EnemyAbilityBase._enemy 留空使 CanUse 恒假——依赖它的断言在修复前
也会通过,成为永远不会失败的测试。做法是给测试子类加 RunAwake() 显式触发,
不要反射直写字段。

Task 5 追加:IAttackCandidate 的 CanUse 注释补上 enabled 这一维。
Task 21 追加:EnemyQuotaManager._maxActiveBehaviorTrees 改名须带
FormerlySerializedAs,否则丢场景配置值。
2026-07-30 13:30:44 +08:00
joywayer 64d2087adc fix(enemy): 禁用的能力组件不再报告可用
CanUse 纳入 enabled。此前禁用组件仍返回 true,选招器会选中一个
StartCoroutine 必然失败的招。这也是阶段门(按阶段启停能力)的前提。
2026-07-30 13:28:23 +08:00
joywayer d8d99dd1ce docs(enemy): 计划补三条实测坑与两处修正
执行须知新增:EnemyBase.Abilities 属性遮蔽同名命名空间(成员访问位置须写全名,
Task 16/17 会再遇到);unity_get_compilation_errors 在编译成功时不报警告,
'0 warnings' 是上报口径而非真值;MCP 测试运行器忽略过滤参数。

Task 5:选招器防重复的重置移出 BossBase.OnSpawn(Task 3 审查确认应归
EnemyBase.OnSpawn 以覆盖全部池化敌人)。
Task 21:残留扫描的预期由「无命中」改为「BD_/行为树 仍有约 20 处待清」。
2026-07-30 13:02:52 +08:00
joywayerandClaude Opus 5 0a92d21ce1 fix(enemy): 应用 Task 3 代码审查意见
补上池化路径的防重复记忆重置——ResetRepeatMemory 此前文档承诺了
「对象池复用时清除」却无任何调用点,而它要取代的 BossBase.LastUsedSkillId
恰好在 OnSpawn 里有重置。放 EnemyBase.OnSpawn 以覆盖全部池化敌人。

折扣系数改为每次选招前刷新,与 attackSelectionMode 的读取时机对齐——
此前策划在播放模式下调系数无效、调模式却立即生效,容易误判为功能没生效。
默认值收敛为 EnemyAttackSelector.DefaultAntiRepeatFactor 单一常量。

测试:IneligiblePrevious 用例改用系数 0.5——原先用 0 时,把折扣错写在
eligibility 归零之前也照样通过,是个永远不会失败的测试;统计用例边界由
7σ 收紧到 5σ 使其真正验证该系数;补 ResetRepeatMemory 的确定性用例、
系数 1.0 无惩罚、三候选三条。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 13:00:28 +08:00
joywayerandClaude Opus 5 eb3f4888a4 feat(enemy): 选招器支持防重复折扣——WeightedRandomAntiRepeat
上一次选中的招按 EnemyStatsSO.attackAntiRepeatFactor 折扣权重(默认 0.3)。
折扣把唯一候选压到 0 时退化为 Priority 路径,不会出现敌人永不出手。
阶段切换清空防重复记忆。取代 BossBase.UseBossSkillWeighted 里的同名逻辑。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 12:43:01 +08:00
joywayer b0fd040904 docs(enemy): 按 Task 1+2 审查结论修订 spec 与计划
spec:ResourceFull 由「无组件时恒 false」改为显式抛,与 Boss facet、AnchorAt
统一为「依赖组件缺失一律抛,不返默认值」。
计划:Task 16 补上 BossBase 残余三处行为树残留的清理项(含运行时告警字符串);
Task 19 记录 Patterns/ 是零外部引用的独立程序集,可整目录删。
2026-07-30 12:32:43 +08:00
joywayerandClaude Opus 5 2a1ada4388 fix(ai): 应用 Task 1+2 代码审查意见
ResourceFull 未挂 BossResource 时改为显式抛——原先静默返回 false,
是 CLAUDE.md 第 6 条禁止的下游兜底,且与紧邻的 Boss facet 行为不一致。
FakeBossControl.DistanceToAnchor 不再忽略 index。测试改用 TearDown 清理
(本项目关闭了 Domain/Scene Reload,失败断言会把物体永久留在打开的场景里)。
BeginPhaseTransition 去掉死的默认参数;接口补充重入契约说明。

顺带去重:FakeAiContext 实现 IEnemyActor,删除两个测试内的本地 Ctx 副本
——一个接口成员改动要同步三份是复发性成本。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 12:31:39 +08:00
joywayerandClaude Opus 5 3665504a58 feat(ai): 新增 IBossControl facet——Boss 阶段状态经 IAiContext 供图读取
非 Boss 敌人访问 IAiContext.Boss 显式抛 InvalidOperationException,
不返回空对象掩盖小怪图误挂 Boss 边的错误。BossResource 补 IsFull 供图条件边判定。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 12:15:54 +08:00
joywayer 5839b423ae docs(enemy): Boss AI 双轨统一实施计划——21 个任务,分两阶段
阶段一 Task 1-15 只加不删(每 Task 编译通过、测试全绿,末尾嘲风能用新轨打起来);
阶段二 Task 16-21 删旧轨(先改引用方,再删被引用类型;先删资产,再删脚本)。

编写期核查坐实并更正 spec 两处:
- 取消 EnemyBase.SetInvincible(float):HurtBox.SetInvincible(bool) 已存在,
  玩家侧 EnableIFrame/DisableIFrame 就走它,无敌时长由动画上两事件间距表达。
  新增件由六件减为五件。
- 竞技场锚点改挂 IBossControl,不走黑板:EnemyAiBrain._context 是私有字段
  且无公开访问器(BossBase 无从写入),且 ResetScratch 会清黑板带来隐式时序约束。

另确认 EditorScaffoldUtils.CreateSOAsset(Type,...) 重载已存在,无需新增辅助。
2026-07-30 11:01:46 +08:00
joywayer c176423103 docs(enemy): Boss AI 双轨统一设计——决策层与执行层一并归并到小怪轨
竞品调研 + 代码现状核查后推翻 2026-07-27 §5 的「执行层按复杂度分层」:
Boss 侧那层富编排从未真正存在(0 个 AttackPatternSO/SkillSequenceSO 资产、
5 个 BossSkillSO 除 skillId/weight 外全空、执行器跑一遍纯空转、
UseBossSkillWeighted 零调用者、预制体上无 EnemyAiBrain)。

决策:
- 决策层单轨 —— 每 Boss 一个 AiScript 定制类,不建 Boss 骨架/配方
- 执行层单轨 —— Boss 招走 EnemyAbilitySO + EnemyAttackSO,编排权威=动画时间轴
- 阶段=换招池 —— BossPhaseAbilityGate 按阶段启停能力组件
- 选招策略是可换小构件 —— AttackSelectionMode 加防重复值,不抽策略接口
- 旧 Boss 轨退役 9 脚本 + 5 资产,判据「有更优替代才删」

同时记录 WeakPointSystem.GetDamageMultiplier 零调用者、
BossBase.HandleParrySuccess 订阅全局弹反频道导致的误伤 bug、
敌人侧动画事件只接了 7/20 三处历史遗漏,以及两条脚手架创建链路
(CharacterWizardWindow / SceneObjectPlacerTool.PlaceChaoFeng)必须同改。
2026-07-30 10:29:49 +08:00
joywayer aaca138774 fix(editor): EnemyAiBrain 检视器支持多选——mixed 值不再误写,违规对象逐个点名 2026-07-30 08:46:41 +08:00
joywayer b36ac96ac7 feat(editor): EnemyAiBrain 检视器——二选一不变量提前到编辑期,定义 id 改下拉 2026-07-30 08:38:13 +08:00
joywayer afcc0b10ee fix(enemy): 配方校验改用一次性 builder 探测,不再干扰共享图缓存 2026-07-30 08:33:53 +08:00
joywayer da217af113 feat(enemy): AI 配方接入 SO 校验——漏配/歧义/零冷却 Committed 在编辑期与构建期报错 2026-07-29 17:20:12 +08:00
joywayer 6df4a259b7 docs(enemy): 修正作者指南与两处注释残留的死亡层表述 2026-07-29 16:34:21 +08:00
joywayer db6f6c5f77 docs(enemy): 新增敌人 AI 作者指南(三条路径 + 模块清单 + 六个范例 + 陷阱) 2026-07-29 15:57:23 +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 ecdb0040cb feat(editor): 敌人 AI 配方脚手架向导;AssignModules 改名并失效缓存
- AiRecipeSO 新增 protected InvalidateGraph(),子类装配模块后调用以丢弃缓存图,
  避免改动要等到下次进 Play 才生效的静默陈旧图问题。
- PerceptionRecipeSO.SetModulesForTests 改名为 AssignModules(向导也要用它装配模块,
  旧名字具有误导性),并在装配后调用 InvalidateGraph。
- 新增 EnemyAiRecipeWizard:按 AssetFolderSpec 定名定路径创建感知型 AI 配方资产
  (Assets/_Game/Data/Enemies/{EnemyID}/ENM_{EnemyID}_Ai.asset),已存在则选中不覆盖。
- PerceptionRecipeSoTests 同步改名调用点,并新增测试钉住"装配后缓存必须失效"契约。
2026-07-29 15:28:25 +08:00
joywayer 426fa3601d fix(enemy): EnemyAiBrain 配置守卫不随重新启用蒸发,注册表消重 2026-07-29 15:23:49 +08:00
joywayer 57cbaacf2c feat(enemy): EnemyAiBrain 支持配方资产/AiScript id 二选一解析 2026-07-29 14:56:54 +08:00
joywayerandClaude Opus 5 c76eba8a0e docs(enemy): T15 并入 T13 审查遗留——AssignModules 改名 + InvalidateGraph
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 14:53:54 +08:00
joywayerandClaude Opus 5 6540560c13 docs(enemy): 计划同步——未配置配方应显式报错,而非"默认必须可建图"
T13 执行中发现原稿的 DefaultModules_ProduceValidGraph 断言了一条不成立的契约:
建资产到配好模块之间没有任何东西会调 GetOrBuildGraph(),它只在
EnemyAiBrain.Start() 运行时被调,所以"新建资产即报错"的场景不存在。
按该断言把默认改成零配置可建图的模块,会把"必然响亮报错"换成
"建图成功但敌人永不出手、零报错"——方向与第 6 条相反。改为钉相反契约。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 14:48:19 +08:00
joywayer 825cae7977 feat(enemy): PerceptionRecipeSO 配方资产 + SubclassSelector 模块下拉
未发现层/交战层各用 [SerializeReference]+[SubclassSelector] 下拉挑选模块,
新增模块类自动出现在下拉里,无需改枚举或已有文件。默认交战模块仍为
RushEngagement——未配能力时建图必须显式报错,而非静默产出打不出手的图。
2026-07-29 14:46:41 +08:00
joywayerandClaude Opus 5 04f644969b fix(ai): AiRecipeSO.OnEnable 改 protected virtual,防子类静默遮蔽
留作 private 时,子类另写一个 OnEnable 会遮蔽它(Unity 只调最派生的),
PlayModeResetHook 注册从此不发生且零报错——关闭域重载下即表现为
"改了配方进 Play 仍跑旧图"。T13 的 PerceptionRecipeSO 是第一个子类,
在它出现前先堵住。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 14:36:22 +08:00
joywayer 6d8db95046 feat(ai): IAiDefinition + AiRecipeSO 配方基类(含关闭域重载的缓存重置) 2026-07-29 14:32:45 +08:00
joywayer 7327a5fe09 refactor(enemy): 退役 PerceptionStateMachine,E001 切换到两层模块组装 2026-07-29 14:24:48 +08:00
joywayer 9dc10e0398 test(enemy): 补测骨架 × 另两个模块的组合,以及入口覆盖契约 2026-07-29 14:21:36 +08:00
joywayer bf8101b3f5 feat(enemy): PerceptionSkeleton——两层可插拔的感知骨架,自声明死亡终态 2026-07-29 14:10:46 +08:00
joywayer faa210c789 revert(enemy): 收掉死亡层——死亡归物理层,AI 只需一个终态 2026-07-29 14:02:13 +08:00
joywayerandClaude Opus 5 6a885ec105 docs(enemy): 计划同步取消死亡层——T9 作废、新增 T9R,T10/T11/T13 去掉 death 参数
T9 原稿折叠保留作历史记录,附必然卡死的机制说明。
PerceptionSkeleton.Add 由三参收为两参并自声明 Death 终态;
PerceptionRecipeSO 去掉死亡层字段。T5 段落保持原样(它记录的是已发生的事实,
IDeathModule 由 T9R 删除)。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 13:59:54 +08:00
joywayerandClaude Opus 5 023a4a4ec6 docs(enemy): 取消死亡层——死亡归物理层,四层收为三层
T9 质量审查发现 TwoStageDeath 在真实运行中必然卡死:PerformDeath 先
ForceState(Dead) 再 Send(Died),IsControllable 此后永久为假,AiRuntime
的让位门使死亡链里的条件边永不被求值。追根后确认整层放错位置——
死亡完全归物理层(PerformDeath/EnemyDeathSequence/EnemySpawnerOnEvent),
AI 图只需要一个终态让全局 Died 边有去处。

初稿做成一层的由来:旧 Config 的 DeathAbilityId 字段,而其唯一使用者
E001 留空并注明"演出走物理状态机"。投机字段被放大成了三模块的层。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 13:54:40 +08:00
joywayer 5a9c1fd569 chore(enemy): 补齐死亡层模块的 .meta 文件 2026-07-29 13:46:45 +08:00
joywayer 3bc7eb1855 feat(enemy): 死亡层三模块(终态/单段/两段) 2026-07-29 13:46:20 +08:00
joywayer 3d00c66677 test(enemy): 补测 Attack 单出边的自愈路径,写明边序依赖的射程前提
Approach 边序注释:attackInRange 先于 leftAllZones 的前提是攻击射程恒小于
感知区(EnemyAttackSelector.Eligible 的 InAttackRange 门),故两条件不会相争;
若未来出现射程更大的招式,应由 AI 配方校验器报错,而非靠调边序绕开。

FakeCombat 新增 BestAttackFails 开关(与 Eligible 解耦),补测 Attack 唯一出边
attackDone 的自愈不变量:UseBestAttack 触发失败时不留下运行中能力,下一帧即可
自愈回 Approach,不会永久卡死。
2026-07-29 13:08:46 +08:00
joywayer 9d632cd103 fix(enemy): 退回 Approach 边序——脱战优先属假件失真,改由测试贴合真实射程语义
HasEligibleAttack() 只看攻击射程圆(远小于追击/视野区),脱离全部感知区在真实系统里
必然已脱离攻击射程,原顺序(attackInRange 先于 leftAllZones)本就正确。
FakeCombat.Eligible 是裸字段不会随 Chase/Vision 联动,才让上一版看似需要调边序。
改法:边序退回原样,测试里玩家离开感知区时手工同步清 Eligible,贴合真实耦合关系。
2026-07-29 12:59:07 +08:00
joywayer a700bef352 feat(enemy): ApproachAttackEngagement——攻击改为起手即打完,不中途收招
寻路逼近↔到射程选招攻击的交战模块。招式射程/冷却/权重归 EnemyAttackSelector,
本模块只决定何时逼近、何时出手。

有意的行为变更:Attack 态去掉 leftAllZones 边,玩家在前摇中跑出感知区不再
中途打断招式,招式完整打完后经 Approach 自然脱战。
2026-07-29 12:53:49 +08:00
joywayer 5771ac414e test(enemy): 补测 Committed 冲锋的防抖动闭环,RushExit 写明冷却前提 2026-07-29 12:45:43 +08:00
joywayerandClaude Opus 5 d013fe8e2e docs(enemy): 写明 RushExit.Committed 防抖动的前提是能力 cooldown > 0
质量审查发现:Committed 的冷却门若遇上 cooldown==0 的能力,
CanUseAbility 结束下一帧即恢复,Rush↔Rest 每帧抖动照旧出现。
这属能力侧配置错误,不在模块内兜底,纳入 AiDefinitionValidator 校验项。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:41:09 +08:00
joywayer bb1e2f7705 feat(enemy): RushEngagement——两个耦合 flag 合并为 RushExit 语义枚举 2026-07-29 12:32:50 +08:00
joywayerandClaude Opus 5 1c6ce57648 test(enemy): 修正测试名——该用例只验证空 Link 不加边,不涉及单向不可逆
原名 DisguiseThenPatrol_HasNoInternalEdges_DisguiseIsOneWay 承诺了
"伪装态不可逆",但那需要骨架的升级边才能验证(T10 覆盖)。
此用例实际只证明 Link 为空时状态不会自行跑掉,按实测内容改名。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:26:42 +08:00
joywayer acfba66c5d feat(enemy): 未发现层三模块(单一态/单向降级/定时交替) 2026-07-29 12:19:26 +08:00
joywayer 894ae99984 test(ai): 补测经 AiStateFragments 的跨模块状态撞名,State() 补引导注释 2026-07-29 12:11:07 +08:00
joywayer 80fdc36762 feat(ai): BrainBuilder.DeclareState——重复声明状态即报错,防模块间同名静默覆盖
State() 仍保持宽松(有则取),用于给已声明的态挂边;DeclareState() 只用于
首次声明行为,重复声明同名状态会抛异常。AiStateFragments 的四个建态原语
(Locomotion/Ability/AbilityOnce/Terminal)改用 DeclareState。同时给
IEngagementModule/IDeathModule/IUnawareModule 补充不变量说明。
2026-07-29 12:01:19 +08:00
joywayerandClaude Opus 5 5dcbce6019 docs(enemy): 计划新增 T5b——BrainBuilder.DeclareState 防模块间状态名冲突
契约质量审查提出:模块化后 State() 的"有则取"语义使两个独立模块
取同名状态时后者静默覆盖前者回调。与 T1 的 RequireState 是同一类
失败的两面,趁 0 个模块实现时补代价最低。附带补充交战/死亡层
"为何单阶段 Build 足够"的不变量说明。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 11:57:57 +08:00
joywayer 17e71dac39 feat(enemy): 未发现层/交战层/死亡层三个模块契约 2026-07-29 11:47:29 +08:00
joywayerandClaude Opus 5 2643f58b08 docs(enemy): 计划同步——AiStateFragments 空能力 id 改建图期报错
原稿沿用旧代码的静默跳过写法。AiStateFragments 成为公开原语后,
定制 AiScript 漏配 id 会产出"存在但什么都不做"的状态且无报错,
与 T1 引入 BrainBuilder.RequireState 的理由是同一类失败,不应双标。
校验放建图期而非每帧回调,兼顾快速失败与热路径开销。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 11:43:15 +08:00
joywayer 68f615e9c1 fix(enemy): AiStateFragments 空能力 id 建图期报错,补 OnExit 收尾测试
Ability/AbilityOnce 建图期校验 abilityId 非空,与 BrainBuilder.RequireState
同一类"漏配即快速失败"约束保持一致,避免定制 AiScript 漏配 id 时产出静默
不作为的状态。同时补 4 个测试:Locomotion/Ability 的 OnExit 收尾行为,以及
两个原语对空 id 的报错行为。
2026-07-29 11:42:47 +08:00
joywayer 77a32cbf8a feat(enemy): AiStateFragments 建态原语,新增 AbilityOnce 修死亡态重触发隐患
从 PerceptionStateMachine 的 private static 辅助方法提升为公开原语,供后续
模块化重构(骨架+可插拔模块)与定制 AiScript 复用。新增 AbilityOnce:
只在进入时触发能力、不每帧重触发,修复用 Ability() 驱动死亡态时演出播完
被 Tick 无限重播的隐患(现有 PerceptionStateMachine 因 E001 死亡能力 id
为空未暴露,本次不改它,留待 T11 整体退役)。
2026-07-29 11:35:47 +08:00
joywayer 084354fa6c test(enemy): AbilityRef 补测资产已挂但 abilityId 为空的误配路径 2026-07-29 11:29:47 +08:00
joywayer 474e89de3a feat(enemy): AbilityRef——AI 层能力引用资产化,字符串仅作定制脚本兜底 2026-07-29 11:22:15 +08:00
joywayer fd238b71f1 refactor(ai): AiSignal 8→1,删除零发送方零消费方的死枚举 2026-07-29 11:14:29 +08:00
joywayer e76d6bc118 feat(ai): BrainBuilder.RequireState——未声明状态挂边时构建期报错 2026-07-29 11:08:23 +08:00
joywayerandClaude Opus 5 8d63525b12 chore(scene): TestRoomA 敌人感知槽改 Box 型并配尺寸,微调物体位置
aggro/los 两个感知槽由点/圆改为 Box(type 7),offset y=0.31,
分别配 8.1x1.38 / 11.65x1.38;顺带清掉随 NavDriving 死代码移除的序列化残留字段。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 11:05:15 +08:00
joywayerandClaude Opus 5 f3c17de223 docs(enemy): 敌人 AI 组合式模块架构实施计划(17 个任务,TDD)
含计划阶段发现的三处修正:
- 未发现层拆 Declare/Link 两阶段,保证骨架升级边优先于内部计时边;
- 模块参数校验与委托缓存移出构造函数([SerializeReference] 不保证走 ctor);
- 新增 AiStateFragments.AbilityOnce,修死亡态演出被 Tick 无限重播的隐患。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 10:51:07 +08:00
joywayerandClaude Opus 5 e59e24cca0 docs(enemy): 修正 AI 配方解析方式——直接引用替代注册表双源
实施计划阶段发现两处硬阻塞:
1. BaseGames.AI 只引用 BaseGames.Core,无法收集依赖 Enemies 的 AiRecipeSO;
2. 项目 database SO 走 [SerializeField] 直接引用而非 Addressables,静态注册表取不到。

改为 EnemyAiBrain 上 _recipe 资产引用 / _definitionId 脚本 id 二选一。
净减 AiRecipeDatabaseSO、Addressables 加载、AddressKeys 改动、asmdef 改动;
flyweight 与配方路径零字符串 id 均保持。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 10:38:07 +08:00
joywayerandClaude Opus 5 1c32d8c87e docs(enemy): 敌人 AI 组合式模块架构设计(替换 PerceptionStateMachine)
四层架构:固定感知骨架 + 可插拔的 未发现层/交战层/死亡层;
两种定义源:PerceptionRecipeSO 配方资产(约 95% 敌人零代码)+ AiScript 定制脚本;
消除 Config 开关面板(EngagementStyle/PatrolBetweenChases → RushExit 语义枚举);
能力引用资产化(AbilityRef);AiSignal 8→1 清理死枚举。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 10:20:22 +08:00
joywayer c4e80afe9e chore(enemy): 清除随寻路库失效的 NavDriving 死代码与两处过时注释
NavDriving 原由已删除的寻路适配层设置,现无人写入(全项目 C# 零引用),
连同其调试字段一并移除;场景/预制体里的序列化残值由 Unity 下次保存自动丢弃。
2026-07-28 13:28:52 +08:00
joywayerandClaude Opus 5 d46ba67385 merge: 移除第三方 2D 寻路库,敌人导航改为直接移动方案
核心洞察:可达性由 EnemyMovement 的墙/悬崖夹紧天然表达——走过去、被夹停就是边界,
无需重建任何图/段结构。'agent 脱离导航段导致寻路全面静默失效'这一整类问题随之消失。

- IPathAgent(20+成员) → IEnemyNavigator(7成员);GroundNavigator/FlyingNavigator/NullEnemyNavigator
- 三处重复的卡死检测收敛为 StallDetector;修复 Pace 持续受阻无法掉头的死锁
- 修复 Wander 挑点失败退化为永久播 Idle 的缺陷
- 删除寻路库整包(112脚本/21069行)及对其源码的 4 处项目改动
- 脚手架/编辑器面板/Boss 预制体同步清理

净变化:删约 21500 行,加约 350 行。
验证:编译 0 错误;EditMode 206/206;PlayMode 无寻路库环境下三种巡逻+追击实测通过。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-28 13:20:05 +08:00
joywayer a220b5c0d8 删除多余 2026-07-28 13:18:41 +08:00
joywayer 02ea0bb576 docs(enemy): 标注脱图脱困设计已作废(被移除寻路库方案取代,未实施) 2026-07-28 13:03:54 +08:00
joywayer 878e2c12cc chore(enemy): Boss 预制体移除随寻路库失效的 3 个导航组件(Boss 本就不使用导航) 2026-07-28 13:02:52 +08:00
joywayer 7934513b05 chore: 删除第三方 2D 寻路库整包(112 脚本/21069 行,含 4 处对其源码的项目改动)
敌人导航已改为 GroundNavigator/FlyingNavigator 直接移动方案:
可达性由 EnemyMovement 的墙/悬崖夹紧天然决定,不再需要烘焙导航图,
'agent 脱离导航段导致寻路全面静默失效'这一整类问题随之消失。
2026-07-28 11:50:33 +08:00
joywayer 3c622a69f2 refactor(enemy): NavLinkType 迁入 INavLinkHandler 并改述为能力驱动的地形穿越;补交新脚本 .meta 2026-07-28 11:50:17 +08:00
joywayer 4455062ee9 refactor(editor): 脚手架改用 GroundNavigator,移除寻路库引用与导航面放置工具 2026-07-28 11:45:24 +08:00
joywayer 219fe46719 fix(enemy): GroundNavigator 停止改为直写移动输入,消除与 EnemyBase.StopMovement 的无限递归(栈溢出) 2026-07-28 11:39:25 +08:00
joywayer de3c9deff4 refactor(enemy): 消费者切换到 IEnemyNavigator(Wander/Waypoints 去导航图化,调试面板简化) 2026-07-28 11:25:21 +08:00
joywayer 49627d357d refactor(enemy): FlyingDirectNavigator 改名 FlyingNavigator 并切换到 IEnemyNavigator 2026-07-28 11:17:34 +08:00
joywayer c041712e99 fix(test): 到达边界用例改用二进制可精确表示的值(1.25/0.25),避免浮点噪声误判 2026-07-28 11:15:16 +08:00
joywayer 668bc3500e feat(enemy): 新增 GroundNavigator 地面直接移动导航(+7 纯函数单测)
补充 EditMode 测试程序集对 BaseGames.Enemies.Navigation 的引用(此前缺失,新测试无法编译)
2026-07-28 11:12:11 +08:00
joywayer 2174e42ce0 feat(enemy): 新增 IEnemyNavigator 瘦身导航接口(7 成员)与 NullEnemyNavigator 2026-07-28 11:07:53 +08:00
joywayer 8ea919a7f1 chore(enemy): 补交 StallDetector 与其测试的 .meta 2026-07-28 11:07:06 +08:00
joywayer c929b5efb7 refactor(enemy): 三处卡死检测收敛为 StallDetector;修复 Pace 持续受阻时无法掉头的死锁 2026-07-28 11:04:18 +08:00
joywayer 5cfacf199a feat(enemy): 新增 StallDetector 推进停滞检测(+8 单测),为收敛三处重复实现做准备 2026-07-28 11:01:01 +08:00
joywayer d9ec0a4f6e docs(enemy): 移除寻路库实现计划(10任务/6阶段,TDD+编译门+回归门+PlayMode验收) 2026-07-28 10:53:21 +08:00
joywayer d74a2b6646 docs(enemy): 移除寻路库后的敌人导航框架设计(IEnemyNavigator 瘦身+地面直移+StallDetector 收敛) 2026-07-28 10:41:30 +08:00
joywayer 579499e678 docs(enemy): 脱困改用敌人自身步速(MoveHorizontal/WalkSpeed),移除独立速度参数 2026-07-27 16:45:00 +08:00
joywayer e7f1633877 docs(enemy): 导航脱图统一脱困设计(含 Wander/Waypoints 静默吞失败与 Pace 边沿翻向两个根因) 2026-07-27 16:31:32 +08:00
joywayer 28cd335f40 chore(enemy): [临时调试] E001 出生即巡逻,用于真机验证中心悬空导致导航失效的问题
代码处已留 [临时调试] 标记,验证结束后改回 Entry=Idle_Disguise。
2026-07-27 16:01:03 +08:00
joywayer 47c2ce7e99 fix(enemy): 冲锋禁止以中心悬空姿态收尾(会导致导航映射失败/巡逻失效)
新增 EnemyMovement.IsCenterOverGround() 与 RushAbility.SettleRoutine:
冲锋结束时若着地却中心悬在崖外,继续朝原方向推进直到离地(自由落体)或中心重回地面上方;
有时限,超时仍未脱离则告警暴露地形问题(崖沿有墙),不静默留下坏站位。
2026-07-27 15:50:01 +08:00
joywayer 80c0e5c277 revert(enemy): E001 初始态改回 Idle_Disguise(伪装静止),移除临时调试改动 2026-07-27 15:27:15 +08:00
joywayer e2645b6212 fix(editor): 脚手架提示改为 BrainGraph 指引,清除已废弃的 BehaviorTree/BossSkillSequencer 说法 2026-07-27 15:09:47 +08:00
joywayerandClaude Opus 5 bcc4292076 merge: 冲锋能力(RushAbility) — 锁定终点+可冲下悬崖
ContactChaseAbility → RushAbility(文件与类改名,GUID 保留,引用不断):
- 起手动画前锁定玩家 X 与方向(committed 冲锋,可被躲)
- 终点=身体整体越过锁定点(EnemyBase.Body.HasPassed),宽度取自身体几何权威
- 终止:越过锁定点/撞墙(只判墙)/maxDashDuration 超时/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
- 脚手架(SceneObjectPlacerTool/CharacterWizardWindow)同步更新

验证: 编译 0 错误; EditMode 191/191; PlayMode 实测越过锁定点/撞墙终止/
崖边夹紧对比(false=0,true=9)/端到端冲下悬崖并落地。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-27 13:45:13 +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
joywayer 7cba58919f feat(editor): 敌人/Boss 放置脚手架绑定 EnemyBase._bodyCollider(身体几何唯一权威) 2026-07-27 13:17:38 +08:00
joywayerandClaude Opus 5 33a52c4531 merge: 角色身体碰撞体唯一权威源(IEnemyBody)
EnemyBase 持有 _bodyCollider 并暴露 Body;EnemyMovement 5 处探测与 EdgeSafeMargin
改走权威,删除重复 4 次的碰撞体解析与 GroundColliderOrSelf;
行为等价(两个敌人原本即回落到根碰撞体),EditMode 191/191 + PlayMode 崖边夹紧验证通过。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-27 12:13:10 +08:00
joywayer 9f8d4f21ca fix(enemy): EnemyMovement 加 RequireComponent(EnemyBase),固化身体权威同物体不变量 2026-07-27 12:13:10 +08:00
joywayer b1d3c169ec chore(enemy): 补交 EnemyBody 与其测试的 .meta 2026-07-27 12:07:46 +08:00
joywayer 9a61d3e256 refactor(enemy): 移动层探测与 EdgeSafeMargin 改走 Body 权威,删除重复的碰撞体解析 2026-07-27 11:55:55 +08:00
joywayer 6026911532 feat(enemy): EnemyBase 持有身体几何权威(_bodyCollider + Body),Awake/OnValidate 双重校验 2026-07-27 11:51:45 +08:00
joywayer b0e1ebfecc feat(enemy): 新增 IEnemyBody 身体几何权威接口与 EnemyBody 实现(+14 纯函数单测) 2026-07-27 11:48:26 +08:00
joywayer 8a6450910e docs(enemy): 身体几何权威源实现计划(4任务,TDD+编译门+191测试门+PlayMode等价性验证) 2026-07-27 11:38:34 +08:00
joywayer 3752a9a0e0 docs(enemy): 角色身体碰撞体唯一权威源(IEnemyBody)设计 2026-07-27 11:20:09 +08:00
joywayerandClaude Opus 5 d26872aa6a merge: 抽取 WeightedPick 加权随机共享原语(消除四处平行实现)
小怪选招/Boss 选招/战利品掉落统一到 BaseGames.Core.WeightedPick;
删除零调用的 SelectWeightedSkill 死代码,修 LootResolver 权重重复计算;
冷却与 HitBox 时序经评估否决抽取(理由见决策记录)。
EditMode 177/177 通过。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-27 10:01:14 +08:00
joywayer 86e3637d8e chore(core): 补交 WeightedPick 与其测试的 .meta 2026-07-27 10:00:59 +08:00
joywayer cd9acfcde1 docs: 共享底座抽取决策记录(WeightedPick 已抽;冷却/HitBox 窗口否决理由;Boss BrainGraph 路线) 2026-07-27 10:00:05 +08:00
joywayer 1d5214beea refactor(enemy): Boss 选招与战利品掉落改用 WeightedPick;删除零调用的 SelectWeightedSkill 死代码 2026-07-27 09:58:40 +08:00
joywayer 67220b4bbd refactor(enemy): 小怪选招改用 WeightedPick 共享原语(权重缓冲复用,零 GC) 2026-07-27 09:55:59 +08:00
joywayer 3d85f65965 feat(core): 新增 WeightedPick 加权随机共享原语(+10 单测),为消除四处平行实现做准备 2026-07-27 09:54:34 +08:00
joywayerandClaude Opus 4.8 c3ab961d3b merge: 敌人寻路逼近+攻击选择器(ApproachAttack 交战范式)
寻路逼近(Approach)↔选招攻击(Attack)两态子机,与冲锋(ChaseAbility)并列;
招式自管圆形射程;WeightedRandom/Priority 两选招模式;
EditMode 167/167 + PlayMode 冒烟验证通过。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-24 15:12:42 +08:00
joywayer 23de5adf75 fix(enemy): MeleeAttackAbility 空 clip 走 fallbackDuration(判 clip.Clip 而非 clip),兑现 EnemyAttackSO 契约 2026-07-24 15:12:41 +08:00
joywayer 568b6e46c0 chore(enemy): 补交新脚本的 .meta(AbilityCategory/AttackSelectionMode/IAttackCandidate/EnemyAttackSelector+测试) 2026-07-24 14:55:17 +08:00
joywayer 022e4f18d2 fix(enemy): Approach 逼近改用 aggro/视野双刷新的 LastKnown(修 aggro 先命中扑向错误点)+补 Attack 退出测试 2026-07-24 12:47:48 +08:00
joywayer f77ab71555 feat(enemy): 攻击能力射程 Gizmo(选中可见)+ category==Attack 的 rangeRadius 自检 2026-07-24 12:33:16 +08:00
joywayer 980fe35ae4 docs(enemy): PerceptionStateMachine 类注释补充 ApproachAttack 交战风格 2026-07-24 12:31:31 +08:00
joywayer 6cdd4ef513 feat(enemy): PerceptionStateMachine 增加 ApproachAttack 风格(寻路逼近↔选招攻击)+测试 2026-07-24 12:27:59 +08:00
joywayer 297f9d2968 feat(enemy): IEnemyLocomotion 增加 Pursue 寻路逼近原语(RunSpeed) 2026-07-24 12:23:43 +08:00
joywayer 6fd80cfec9 fix(enemy): BuildAttackSelector 表达式上下文全限定 AbilityCategory(消歧义于 Abilities 属性) 2026-07-24 12:22:35 +08:00
joywayer 702df35efd feat(enemy): ICombatant 增加 HasEligibleAttack/UseBestAttack + EnemyBase 构建选择器 2026-07-24 12:20:54 +08:00
joywayer 04a267b69f feat(enemy): EnemyAttackSelector 选招器(射程+冷却+LOS+着地过滤,两模式选招)+单测 2026-07-24 12:15:41 +08:00
joywayer 2cf0d6b1a9 feat(enemy): EnemyAbilityBase 实现 IAttackCandidate 契约(自管圆形射程) 2026-07-24 11:58:22 +08:00
joywayer 25fae97065 feat(enemy): 攻击选招元数据(category/weight/圆形射程)与选招模式入 SO 2026-07-24 11:56:07 +08:00
joywayer f15f0a6876 docs(enemy): 寻路逼近+攻击选择器实现计划(9任务,TDD选择器+状态机,编译门+Play验证) 2026-07-24 11:50:20 +08:00
joywayer c33ce55f13 docs(enemy): 寻路逼近+攻击选择器设计(感知管交战/招式自管射程/两选招模式) 2026-07-24 11:21:35 +08:00
joywayer 4a80a11ab5 fix(enemy): 改道到最近可达点时同步防抖记账,避免下次 RequestMoveTo 被误吞 2026-07-23 17:22:11 +08:00
joywayer 8e71b1a922 feat(enemy): Waypoints 受阻/到达即结算推进,删除对不可达点的无限重发 2026-07-23 17:09:06 +08:00
joywayer 49b7adbdae feat(enemy): IPathAgent 增加 LastMoveObstructed/TryGetClosestReachable 契约 2026-07-23 17:07:31 +08:00
joywayer 72ed14428c feat(enemy): FlyingDirectNavigator 实现受阻/最近可达点成员(飞行单位恒 false) 2026-07-23 17:06:21 +08:00
joywayer d84e66fcb9 fix(nav): 发出新寻路请求时作废上一次最近可达点,避免跨目标读到过期数据 2026-07-23 17:05:27 +08:00
joywayer 675e1950af feat(enemy): EnemyNavAgent 卡死检测+统一受阻处理+best-effort 改道到最近可达点 2026-07-23 16:56:56 +08:00
joywayer 4079392a79 feat(nav): NavAgent 暴露寻路失败时的最近可达点 TryGetClosestReachablePosition 2026-07-23 16:52:28 +08:00
joywayerandClaude Opus 4.8 a60073d92c docs(enemy): 敌人寻路受阻处理实现计划(6任务,编译门+Play验证)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 16:44:12 +08:00
joywayerandClaude Opus 4.8 04b294734a docs(enemy): 敌人寻路受阻处理设计(Waypoints+MoveTo,含卡死检测与最近可达点)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 16:37:39 +08:00
joywayer 02150836b0 场景修改和editor优化 2026-07-23 15:54:38 +08:00
joywayerandClaude Opus 4.8 859d4e9bd6 feat(enemy): 感知系统新增 BoxLOS 槽位(横向矩形视野+遮挡)
BoxCast 是纯几何矩形无遮挡,BatchLOS/Sight 有遮挡但为圆形。
新增 BoxLOS 槽位:OverlapBox 矩形区域 + 从感知原点多点 LOS 遮挡校验,
用于走廊/平台等横向矩形视野带遮挡的场景。

- enum 末尾追加 BoxLOS(避免打乱既有序列化索引)
- 复用 boxSize/boxOffset 定义矩形、losBlockMask/losRayCount/losMinVisibility 定义遮挡
- 方向由 boxOffset.x 控制:0=前后双向对称,boxSize.x*0.5=仅前向
- Editor 补 Gizmo(矩形+眼点+实时检测连线)与条件字段

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 15:54:17 +08:00
joywayerandClaude Opus 4.8 fccd87df6b fix(enemy): 修复退出 Play 时巡逻调试 Inspector 的 NRE 与 IMGUI 报错
退出 Play 有一个窗口:Application.isPlaying 仍为 true 但 PBWorld 已销毁,此时 Inspector
调 nav.CanReach → PBWorld.PathTo(instance=null) 抛 NRE;该异常在 IMGUI 布局组中途中断,
使 BeginHorizontal 组失衡 → 级联 ArgumentException("control N in a group with only N controls")。

修:
- 订阅 playModeStateChanged,ExitingPlayMode 置 _exitingPlay,CanReach 调用点加
  !_exitingPlay && isPlaying 守卫,退出期不再查询已销毁的 PBWorld。
- 运行时区块的绘制判定只在 Layout 事件锁定、Repaint 复用,避免 isPlaying 在两趟 GUI
  间翻转导致控件数不一致。

实测:选中敌人连续两次进/退 Play,Console 无 NRE/ArgumentException。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 15:33:41 +08:00
joywayerandClaude Opus 4.8 854bcb3d6f perf(enemy): 感知系统 Inspector 限频重绘,修复选中敌人掉帧
PhysicsPerceptionSystemEditor.OnInspectorGUI 尾部每帧 Repaint(),选中敌人时强制整个多组件
Inspector(本编辑器逐槽位 IMGUI + 同物体其它自定义编辑器)以游戏帧率(100+fps)重绘,单帧多耗
~18ms → 帧率从 140 掉到 40。

改为与 EnemyLocomotionEditor 同款:走 EditorApplication.update 定频(~5Hz)请求重绘,与游戏
帧率解耦,移除每帧 Repaint。感知 Gizmo 本就 NonSelected|Selected 都画(在基线内,非选中新增成本)。

实测(平均帧):选中开销从 ~18ms/帧 降到 ~4.3ms/帧(未选中~106fps / 选中~73fps,原为 140→40)。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 15:24:22 +08:00
joywayerandClaude Opus 4.8 842a20fbb3 chore(enemy): [临时调试] E001 初始态改为 Move_Patrol,出生即巡逻便于 MCP 调试
仅为调试方便:Entry 从 Idle_Disguise 改为 Move_Patrol,一进场就走 Waypoints。
正式版应改回 Idle_Disguise(伪装静止),代码处已留 [临时调试] 注释标记待回退。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 15:13:30 +08:00
joywayerandClaude Opus 4.8 16edf7cb90 fix(enemy): Waypoint 巡逻寻路失败/丢失时自动重发,修复出生即巡逻卡死
TickPatrol 原来只在"首次或到达路点"时发一次 MoveTo。若这一次 UpdatePath 失败(如敌人
刚出生、当帧尚未映射到 NavGraph),路径永不建立且再不重试 → 永久原地不动(mode=Patrol
但 IsFollowingAPath=False)。旧 Entry=Idle_Disguise 因巡逻只在出生很久后才开始而掩盖了此问题。

新增:有目标但 nav 空闲(!IsMoving)且未到达 → 重发同一目标(只重发不推进索引;RequestMoveTo
自带 0.25s 防抖,寻路跨帧计算期间的重发被吞掉,不会每帧重启寻路)。

Play 实测:出生即在两路点间以 WalkSpeed 正常往返巡逻。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 15:13:19 +08:00
joywayerandClaude Opus 4.8 be7d511e45 feat(enemy): 巡逻调试 Inspector 加"一键打印报告"按钮(供 AI 诊断)
点击将完整状态以纯文本 Debug.Log 到 Console,可直接复制给 AI:AI决策层(EnemyState/
BrainGraph 当前状态名/LocomotionMode)、移动导航(Nav类型/IsMoving/IsOnLink/HasValidPosition/
PB2d Position/EdgeSafeMargin/_maxSnapDistance)、Waypoints(当前索引/吸附目标/CanReach/逐路点
实时吸附检测 raw→snap 及垂直差)、文末一句根因诊断。编辑期打印静态配置,Play 期打印运行时全量。

实测输出直指根因:Brain='Idle_Disguise' → LocomotionMode=Idle → TickPatrol 不执行。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 15:04:53 +08:00
joywayerandClaude Opus 4.8 424d9bbbe0 perf(enemy): 巡逻调试 Inspector 限频,消除每帧阻塞式 CanReach 掉帧
上版 OnInspectorGUI 每帧 Repaint 且每帧调用 NavAgent.CanReach——该 API 会同步阻塞主线程
跑一次完整寻路(其文档自述"not optimal for performance"),选中敌人时每帧一次直接把帧率拖垮。

改为:刷新走 EditorApplication.update 定频(~5Hz)与游戏帧率解耦;CanReach 限频 ~2Hz 并缓存;
_maxSnapDistance 运行期不变只读一次缓存(不再每帧 new SerializedObject)。实测选中敌人 ~53fps 稳定无卡顿。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 13:15:53 +08:00
joywayerandClaude Opus 4.8 00ee48f750 feat(enemy): EnemyLocomotion 运行时巡逻调试(Inspector 面板 + Scene Gizmos)
排查"敌人原地不动"用:PlayMode 下自定义 Inspector 实时显示 模式/策略/是否移动/是否在导航图上/
当前路点与吸附目标/到目标距离vs到达半径/目标是否可达,并按优先级给出定位诊断(模式非Patrol|不在
NavGraph|吸附失败|不可达|已寻路未动)。Scene 视图 Gizmos 画出全部路点连线 + 当前吸附目标(绿/红)+到达半径。

EnemyLocomotion 加 #if UNITY_EDITOR 只读调试访问器 + OnDrawGizmosSelected;记录 _wpResolveOk。
Editor 程序集补 BaseGames.AI 引用(PatrolStrategy/LocomotionMode 所在)。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 11:57:02 +08:00
joywayerandClaude Opus 4.8 66d100f353 fix(enemy): 目标点吸附改用固定大搜索距离,与 PB2d 映射任意点机制一致
上版把搜索距离绑到 agent→目标距离(仿 UpdatePath),仍脆弱:吸附距离取决于 agent 离得多远
而非目标离导航段多远——agent 贴在高处路点正下方时距离小、reach 小仍会漏。

查明 PB2d 映射机制(NavGraph.TryMapPointSurface):queryAABB 边长=传入值、可靠搜索半径仅其一半;
PB2d 映射"鼠标点击等任意点"用固定的 closestToSegmentMaxDistance(默认 20,"想多大就多大")。
据此改为:EnemyNavAgent._maxSnapDistance(默认 10m,真实"点离最近段"上限),底层传 2× 补偿 AABB 半宽。
只要目标在 _maxSnapDistance 内一定吸附到最近烘焙段,返回 false 仅表示目标真正脱离导航面。

Play 实测:两路点 + 压力用例(agent 正上方 3m/5m)ResolveStandablePoint 均 ok=True 且映射到地面段。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 10:35:24 +08:00
joywayerandClaude Opus 4.8 4ecf949d83 fix(enemy): 目标点吸附改用距离自适应搜索,修复稍离地路点吸附失败
之前 TryGetStandablePointNear 用固定 2m 搜索半径(实为 ±1m AABB)+ agent 过滤映射,
导致摆放在离地面 >1m 的路点(如 wp y=3.16 而地面段 y=2.00)映射失败、误报"超出搜索半径"。

改为与 PB2d 自身 UpdatePath 映射目标完全一致:搜索距离=agent 到目标距离(+0.1),
用不带 agent 过滤的 TryMapPoint(就近段几何映射,可达性交给 allowCloseEnoughPath 寻路阶段)。
只要图上有段就一定吸附得到最近点。移除 EnemyNavAgent._goalMapSearchRadius 固定半径字段。

Play 实测:两个路点 ResolveStandablePoint 均 ok=True((-20.90,3.16)->(-20.90,2.00)),
CanReach=True,敌人实际走到 x=-20.75(目标 -20.90)后停,无 EnemyLocomotion 报警。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 10:10:35 +08:00
joywayerandClaude Opus 4.8 132cd24908 feat(enemy): 目标点吸附统一处理导航宽度,Waypoint 不再卡崖边
将"角色导航宽度"收口到导航执行层单一入口,意图层(Locomotion/AI)只递原始目标、不再感知身体尺寸:

- NavAgent 新增 TryGetStandablePointNear:把世界点映射到最近可行走段并按 endMargin 内缩两端(与 SetRandomDestinationOnCurrentSegment 同源)
- EnemyNavAgent 新增 ResolveStandablePoint,以 EnemyMovement.EdgeSafeMargin(半宽+落崖余量)为唯一宽度真源;加 _goalMapSearchRadius
- IPathAgent 暴露 ResolveStandablePoint;FlyingDirectNavigator 原样返回(飞行无崖沿约束),NullPathAgent 空实现
- EnemyLocomotion Waypoint 分支改用吸附后的可达点做移动与到达判定,修复路点摆在空中/崖外时永不到达而卡死;吸附失败显式报错暴露误配,不静默兜底

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-22 15:52:18 +08:00
joywayerandClaude Opus 4.8 7f7d237915 feat(enemy): Wander 到达随机点后可配置停顿时长
到达一个段内随机游走点后原地停顿 [_wanderPauseMin, _wanderPauseMax] 秒再挑下一个点:
- 两个可配置字段(相等=固定时长;都为 0=不停顿立即挑点),每次停顿时长在区间内随机
- 停顿期间切 Idle 步态(否则站着播 Walk=原地踏步),速度归零
- 切换 locomotion 模式时清停顿态,避免残留
实测:移动→到点→停顿(Idle,velX=0)→再出发 循环正常。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-22 13:45:21 +08:00
joywayerandClaude Opus 4.8 31b77fa473 feat(enemy): Wander 巡逻改为当前段内随机 + 按身体宽度内缩两端
修复地面单位 Wander 巡逻"走一小段就停":
- 随机点从全图(GetRandomPointOnGraph)改为限定在 agent 当前所站的 NavSegment 上,
  不再跨越跳/落/拐角 NavLink,避免路径跨沟被崖边夹停或卡在过不去的 link。
- 段内随机 t 按"身体前缘安全余量(碰撞体半宽 + 悬崖检测前向偏移)"从两端各内缩,
  避免随机点落在角色宽度站不住的崖沿(WouldFallAhead 夹停、IsFollowingAPath 不复位→卡死)。
- NavAgent.SetRandomDestinationOnCurrentSegment(endMargin):段内采样+内缩(段过短退化到中点)
- EnemyMovement.EdgeSafeMargin:身体前缘安全余量
- IPathAgent.WalkToRandomOnSegment():EnemyNavAgent 传入 margin;飞行单位复用局部偏移;Null 返回 false

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-22 12:45:01 +08:00
joywayerandClaude Opus 4.8 46c9718793 docs: 删除 Behavior Designer 选型评估文档
BD 已被自研 BrainGraph HFSM 替换、不再使用,其选型评估文档一并移除。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 16:40:42 +08:00
joywayerandClaude Opus 4.8 9226eb0330 docs: 删除过时指南 02(敌人搭建) 与 08(BD 行为树编写)
- 02_Enemy_Boss_Setup_Guide:敌人框架仍在改动、预制体延后,指南暂删待功能定稿后重写
- 08_BehaviorTree_Authoring_Guide:Behavior Designer 已被自研 BrainGraph HFSM 替换,BD 不再使用

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 16:39:16 +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
joywayerandClaude Opus 4.8 a94348d64c chore(enemy): 移除 E001-E006 小怪预制体(延后至功能定稿再用脚手架产出)
敌人框架改动期间不再维护预制体,待所有敌人功能定稿后用 SceneObjectPlacerTool 统一重建。
ChaoFeng Boss 预制体保留。
- 删除 6 个 ENM_*.prefab 及 .meta
- Enemies.asset(Addressables 组)同步移除条目
- TestRoomA.unity 移除失效敌人实例引用

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 16:31:44 +08:00
joywayerandClaude Opus 4.8 6f519ec9a9 refactor(enemy): 身体接触伤害改为常驻开启并与能力解耦
所有敌人默认常驻身体接触伤害:存活即开、死亡时经 PerformDeath 统一关碰撞体停止。
- ContactChaseAbility/AnimatedCeilingDropAbility 移除对 BodyContactDamage 的开关引用
- BodyContactDamage 语义改为常驻(更新注释)
- 脚手架 SetupHurtAndContactBoxes 去掉 contactEnabled 参数恒为 true,并把
  ContactDamageZone 的 HitBox._targetLayers 限定为 PlayerHurtBox(避免常驻后敌人互相误伤)
- 7 个敌人预制体:E001 启用 BodyContactDamage;E002/E004/E005/ChaoFeng 补齐
  ContactDamageZone(镜像 HurtBox 身体碰撞体);全部 _targetLayers 收敛为 PlayerHurtBox
- 更新 Docs/Guides/02 敌人搭建指南

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 16:18:07 +08:00
joywayerandClaude Opus 4.8 b4379db5de docs(game): 建立游戏设计文档规范并迁移重写 Docs/Game 设计文档
- 新增 Docs/Standards/GameDesignDocSpec.md:目录结构/通用文档头/六类分节/命名编号/交叉引用/禁参考游戏字样
- Docs/Game 按类别重组:总览/主角/敌人(小怪+Boss)/NPC/系统/剧情 + _Templates 模板
- 小怪 E001-E006、嘲风:程序文档+动作需求表合并为单份综合文档
- 其余 7 Boss 迁移设计层内容,程序/动画/数值节标注待补充
- 主角能力设定清除全部外部游戏参考字样并修正 OCR 乱码
- 删除 参考/ 原始文档(已忠实重写,原件保留于 git 历史)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 15:42:33 +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 79829cc629 场景改动 2026-07-21 12:05:04 +08:00
joywayer 447575d66e docs(enemy): 更新迁移后能力脚本残留旧字段名注释为 _cfg.* 2026-07-21 11:45:30 +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 6d071e83ae refactor(enemy): Appear/FacePlayer/PlayClip 参数迁入各自子类 SO 2026-07-21 11:35:39 +08:00
joywayer 78c8c6dcd6 refactor(enemy): MeleeVulnerability 参数迁入 MeleeVulnerabilityAbilitySO(子类) 2026-07-21 11:32:20 +08:00
joywayer 34772c3d20 refactor(enemy): AnimatedCeilingDrop 参数迁入 AnimatedCeilingDropAbilitySO(子类) 2026-07-21 11:29:20 +08:00
joywayer 16b0d7b819 refactor(enemy): CeilingHangStrike 参数迁入 CeilingHangStrikeAbilitySO(子类) 2026-07-21 11:26:03 +08:00
joywayer 1e3b01705f refactor(enemy): RepeatSlam 参数迁入 RepeatSlamAbilitySO(子类) 2026-07-21 11:23:11 +08:00
joywayer 6873a2cd8e refactor(enemy): ContactChase 参数迁入 ContactChaseAbilitySO(子类) 2026-07-21 11:19:08 +08:00
joywayer ca36974ec3 feat(enemy): EnemyAbilityBase 加 ResolveConfig<T> 类型化配置解析(不匹配显式报错) + EditMode 测试 2026-07-21 11:14:28 +08:00
joywayer 0ad4acc484 docs(plan): 敌人能力配置迁移到 AbilitySO 子类实现计划 2026-07-21 11:04:36 +08:00
joywayer 68e2cc506d docs(spec): 敌人能力配置迁移到 AbilitySO 子类设计文档 2026-07-21 10:42:25 +08:00
joywayer a7307a5a07 调整文档 2026-07-21 10:22:43 +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 3af4e4140b refactor(scaffold): ChaoFeng + 通用 Place 统一 Box HurtBox/接触伤害区 + sprite 尺寸 2026-07-20 16:35:25 +08:00
joywayer 4fcbc73d44 refactor(scaffold): E002-E006 统一 Box HurtBox/接触伤害区 + sprite 尺寸(补全缺失的接触伤害区) 2026-07-20 16:24:03 +08:00
joywayer 8efd5e2207 refactor(scaffold): E001 用统一助手建 Box HurtBox/接触伤害区 + sprite 尺寸参数 2026-07-20 16:11:18 +08:00
joywayer 3124b2bba2 feat(scaffold): 新增 SpriteSizeOr / SetupHurtAndContactBoxes 助手(Box 统一 HurtBox/接触伤害区) 2026-07-20 16:01:15 +08:00
joywayer ee0bc6948d @
docs(scaffold): 敌人碰撞体 Sprite 驱动+统一 Box+全员接触伤害区 实施计划

Task1 助手(SpriteSizeOr/SetupHurtAndContactBoxes)/Task2 E001 样板/Task3 E002-E006/
Task4 ChaoFeng+通用/Task5 向导 sprite 字段/Task6 端到端验证。只改脚手架+向导。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-20 15:51:35 +08:00
joywayer 82d5212dfd @
docs(scaffold): 敌人碰撞体 Sprite 驱动 + 统一 Box + 全员接触伤害区 设计文档

脚手架生成的敌人(含 Boss):主体/HurtBox/ContactDamageZone 三者统一 BoxCollider2D、
同尺寸、底部对齐 y=0;尺寸由向导默认 Sprite 的包围盒推导(留空回退硬编码);每个
敌人都有 ContactDamageZone。只改脚手架+向导,不动现有 prefab。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-20 15:46:52 +08:00
joywayer b8360ec426 @
fix(scaffold): 兜底把 HurtBox/接触伤害节点所有碰撞体设为 trigger

脚手架原本只对自己创建的具体类型(Capsule/Circle)设 isTrigger=true;若碰撞体被
手动换成别的类型(如 BoxCollider2D,默认 isTrigger=false),那条就漏掉——E001 的
HurtBox/ContactDamageZone 被换成 Box 后 isTrigger 掉回 false,导致受击/接触伤害
的 trigger 判定失效。

新增 EnsureCollidersAreTriggers 助手,对节点全部 Collider2D 兜底设 trigger;
PlaceE001 的 HurtBox 与 ContactDamageZone 建好后调用。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-20 14:50:00 +08:00
joywayer d7be0cc119 @
feat(ai): 追击冲刺带冷却——CD 期巡逻,冷却结束仍在追逐区则再冲(PatrolBetweenChases)

按需求:冲刺打完 → CD 期切到巡逻(Move_Patrol) → 冷却结束且玩家仍在追逐区 → 再冲刺。

PerceptionStateMachine 加 opt-in 开关 PatrolBetweenChases:
- Chase → Patrol When !IsAbilityRunning(chase):冲刺是 committed 冲锋,感知丢失
  也不中途打断,打完(能力结束)即降巡逻。
- Idle/Patrol/Alert → Chase 加冷却门 CanUseAbility(chase):CD 中不回追击,
  避免"CD 期在追逐区每帧 Chase↔Patrol 来回抖"(用户担心的错切/抖动)。
- 默认关:不影响其他敌人(leftAllZones 旧行为保留)。
E001CaoZhiAi 打开开关。追击能力保持单次冲刺不变,冷却=ABL_E001_Chase.cooldown(1s)。

测试:PerceptionStateMachineTests +5(CD 转换矩阵含"CD 期多帧不抖动"负例),
FakeCombat 加可控 CanUse。全量 75/75 绿。PlayMode 实测循环
Move_Patrol(CD)→Chase(冲)→Move_Patrol,inChase 全程 true 亦不抖,0 报错。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-20 13:11:28 +08:00
joywayer 1a15473966 @
fix(enemy): 转身中不再静默丢弃新朝向请求,修"冲刺方向与朝向相反"

UpdateFacing 原 `if (_isTurning) return` 会把转身进行中的新朝向请求静默丢弃。
当敌人在平台边缘触发 Pace 翻转(开始 Flip 转身)同时进入追击时,追击的
FaceDirection(朝玩家)被丢弃,旧的巡逻转身完成后朝向定格在与玩家相反方向
→ 冲刺朝玩家方向移动、脸却朝相反(并连带"冲刺中途转身""提前停"两个衍生现象)。

改为:转身中收到不同方向请求时重定向(停旧转身按新方向重起),同向则忽略。
根因修复,惠及 Pace/追击/FaceTarget 所有调用方。

systematic-debugging 确定性复现证实:修复前 AFTER-TURN dir=+1 facing=-1;
修复后开阔地冲刺全程 dir=1 facing=1、冲满 6 米到真实平台边缘才停。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-20 13:03:29 +08:00
joywayer 55b6255ce6 @
test(ai): BrainGraph 全面测试——框架边界 + 全感知矩阵(70 tests 全绿)

保证自研 AI 状态机(BrainGraph)稳定与功能正确性。EditMode AI 测试从 31 增至 70。

新增 AiFrameworkTests(17)——框架健壮性/边界(与 AiRuntimeTests 主干互补):
- 构图校验:Entry 未设/未声明、全局转换目标未声明、GlobalBuilder 顺序错用抛异常
- 转换优先级:同态多条件首声明胜、全局条件转换、全局优先于局部
- 事件 vs 条件:事件优先(Tick 首步)、未匹配信号被消费不阻塞、多信号首个匹配胜
- 时序:条件自转换 no-op、转换当帧跳过 OnTick、Tick 双参传 dt
- trace 环形上限 16、事件推进后清挂起、State 重声明累加转换

重写 PerceptionStateMachineTests(22)——完整感知↔状态矩阵:
- 待机/巡逻/警觉/追击/死亡 全转换 + HasAlert 分支(无警觉态不进警觉)
- 追击优先于警觉;追击永不回警觉、脱离全部感知才降级 R(=Patrol)
- 视野单独/追逐区单独仍维持追击;locomotion 意图(Idle/Patrol/Face)
- 追击触发能力、离开中断能力;死亡为终态不复活

验证:反射调用全部 [Test] 方法(负对照确认能捕获失败),70/70 通过。
去重:Blackboard/局部转换目标校验已由 BlackboardTests/BrainBuilderTests 覆盖,不重复。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-20 11:11:54 +08:00
joywayer 61ca84365d @
feat(scaffold): ChaoFeng(Boss) 撞墙检测层默认 Platform+Wall

补齐 Boss——脚手架 PlaceChaoFeng 加 _wallMask=Platform+Wall;prefab 同步直接设值
(原 Nothing,_wallCheckDist=0.2>0 会触发 Awake 撞墙未配报错)。至此 E001-E006+
ChaoFeng 全部配好 _wallMask。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-20 10:49:39 +08:00
joywayer ba4a07e96d @
feat(scaffold): E002-E006 撞墙检测层默认 Platform+Wall

把 E001 已有的 _wallMask 默认铺到 E002-E006 脚手架 PlaceExxx(AssignLayerMask
movement _wallMask = Platform+Wall);现有 5 个 prefab 的 EnemyMovement._wallMask
同步直接设值(原 Nothing,且 _wallCheckDist=0.2>0 会触发 Awake 撞墙未配报错)。

ChaoFeng(Boss)按用户范围未含,其 _wallMask 仍需单独配置(否则 Awake 报错提醒)。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-20 10:44:41 +08:00
joywayer bd8e0a4f16 @
refactor(enemy): _wallMask 未配显式报错,不再静默回退地面层

按 CLAUDE.md §6:删除"_wallMask 为空则回退 _groundMask"的下游兜底(掩盖漏配)。
改为:WouldHitWallAhead/WallAndLedgeCheck 直接用 _wallMask;Awake 校验——启用
墙检测(_wallCheckDist>0)却 _wallMask=Nothing 时 Debug.LogError 提醒策划配置
(推荐 Platform+Wall)。

PlayMode 验证:E001(已配 Platform+Wall)无报错、撞墙检测正常;临时配错的敌人
(wallMask=Nothing) Awake 即报明确错误。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-20 10:36:11 +08:00
joywayer 902afbca1c 修改资源 2026-07-20 10:33:18 +08:00
joywayer 88fca8f9b0 @
fix(enemy): 撞墙检测层默认 Platform+Wall(策划可配) + 修 Physics2D 层矩阵落盘

- EnemyMovement._wallMask:本就 [SerializeField] 暴露在 Inspector,补 Tooltip
  说明为策划可配的撞墙检测层(巡逻翻边/追击冲刺共用,按碰撞体前缘);脚手架
  PlaceE001 默认赋 Platform+Wall,prefab 同步。原先 Nothing→回退 groundMask,
  漏检 Wall 层墙;现显式含 Wall。回退逻辑保留作未配置兜底。
- Physics2DLayerReport.SavePhysicsSettings:原实现(AssetDatabase.SaveAssets+
  改 defaultContactOffset)不落盘层矩阵——实测 Physics2D.IgnoreLayerCollision 的
  改动 SaveToSerializedFileAndForget(单例) 也捕获不到;改用 File/Save Project
  (实测 hash 变化确认落盘,且不触动打开场景)。Auto Fix 的矩阵修正现能立即持久化。

(说明:Enemy×Player 碰撞矩阵与报告 ExpectedPairs 此前已正确=忽略,无需改动;
地图障碍物层管理/冲刺可穿透障碍另行整体规划。)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-20 10:32:07 +08:00
joywayer db55889088 @
feat(enemy): 追击起手前先转身朝玩家(播 Flip) + 冲刺速度可配置

- ContactChaseAbility:进入追击先 FaceDirection 朝玩家,若背对则播 Flip 转身、
  等 IsTurning 结束后再 Skill_Start(张口)→冲刺;已朝向玩家则跳过转身直接张口。
- 新增 _dashSpeed 字段(<=0 回退 Stats.RunSpeed),冲刺速度可在能力 Inspector 配置。
- E001 EnemyMovement._enableTurnAnimation=true(prefab+脚手架),转向播 AnimConfig.Turn
  (Flip),用于巡逻翻边与追击起手前转身;脚手架 PlaceE001 同步。

PlayMode 验证(brain 关隔离):背对玩家→触发追击→clip=Flip(IsTurning)→转向完成
facing 朝玩家→Skill_Start→冲刺→Skill_End,"先转身再张口"成立。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 16:57:41 +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
joywayer f1ca62f881 @
feat(enemy): 追击(nav)也夹紧悬崖边缘——碰撞体前缘不越地形边缘

MoveWithSpeed(导航跟段驱动追击)原先无边缘夹紧,仅靠 nav 图,agent 按点定位
可让碰撞体前缘越出段/地形边缘约半个碰撞体宽。现加"悬崖"夹紧(WouldFallAhead,
按碰撞体前缘即时判定),贴地生效:追击时碰撞体边缘停在地形边缘、不越界,与 Pace
一致。只夹悬崖不夹墙(墙交寻路绕行,免误夹停);跨沟的 nav-link 跳/落不经
MoveWithSpeed(仅 IsMovingOnSegment 时写速度),故不影响跳跃/下落过沟。

WouldBlockAhead 拆为 WouldHitWallAhead / WouldFallAhead 复用;PlayMode 校验
拆分正确(前缘朝悬崖侧 WouldFall=True)、Pace 不回归。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 15:48:58 +08:00
joywayer a4b9729de7 @
fix(enemy): 巡逻边缘不越界 + 卡死兜底 + Locomotion 惰性发现

- WouldBlockAhead(EnemyMovement):按请求方向从碰撞体前缘(bounds.max/min.x)
  即时射线判墙/悬崖,天然考虑碰撞体宽度;MoveHorizontal 据此夹紧前进,保证
  "碰撞体边缘停在地形边缘、不越界"。移动层夹紧与 Pace 翻向共用同一判定,
  避免"夹停却不掉头"。nav 走 MoveWithSpeed 不受影响。
- Pace 加窗口净位移卡死兜底:撞上未挂检测层的墙/卡角(含贴墙微抖)也能翻向,
  用净位移而非逐帧差以免微抖重置计数。
- EnemyBase.Locomotion 改惰性发现:关域重载下 Awake 设的实例字段可能残留
  为 null,首次访问按需补发现,编辑器/构建都不为空(此前致入口态偶发 NRE)。

PlayMode(跨调用取样,避免 Thread.Sleep 冻结主线程)验证:Pace 来回踱步、
遇边缘/墙掉头、碰撞体不越界。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 15:12:28 +08:00
joywayer 6f52e4ff81 @
fix(enemy): Pace 巡逻改边沿触发翻向,修边缘左右抖动

TickPatrol 跑在 Update(可变帧率),IsWallAhead/IsLedgeAhead 在 FixedUpdate
刷新。原电平触发(每帧 blocked 就翻向)会在检测刷新前的多个 Update 帧把同一
障碍连翻多次→掉头边缘左右抖动几次才正常。改为边沿触发(仅障碍首次出现时翻
一次),用 _paceBlockedPrev 记录上帧状态。PlayMode 验证:踱步移动正常、无
连续快速翻转。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 14:36:53 +08:00
joywayerandClaude Opus 4.8 6a34b42db0 fix(enemy): 终审修复——删死代码群体警戒、修 Waypoints 到达推进、补 Locomotion 缺失报错
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 14:05:56 +08:00
joywayerandClaude Opus 4.8 c43ca8e8b6 feat(enemy): EnemyLocomotion 巡逻策略 Pace(踱步) + Waypoints(路点 loop/ping-pong)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 13:47:14 +08:00
joywayerandClaude Opus 4.8 f7554b1a65 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>
2026-07-10 13:43:51 +08:00
joywayerandClaude Opus 4.8 d718b99685 refactor(enemy): 删除 AiPhase 影子层,动画统一由 locomotion/反应态/能力驱动
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 13:38:27 +08:00
joywayerandClaude Opus 4.8 347d0e2f50 feat(enemy): EnemyLocomotion 按模式驱动步态动画(Idle/Walk/Alert/Run)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 13:33:16 +08:00
joywayer 087aa96ca6 @
fix(ai): EnemyAiBrain 在 Start 构造 runtime,修入口态 locomotion NRE

入口状态 OnEnter 会声明 locomotion 意图(x.Locomotion.SetMode),但原在 Awake
构造 AiRuntime 时 EnterInitial 立即触发该 OnEnter——此时 EnemyBase.Awake 可能
尚未发现 _locomotion(两组件 Awake 顺序未定),导致 x.Locomotion 为 null 抛 NRE,
brain 未建成 runtime。改在 Start 构造(所有 Awake 先于任一 Start),保证依赖就绪。
根因修复,非 null 兜底。P3 PlayMode 验证发现。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 13:30:46 +08:00
joywayerandClaude Opus 4.8 95e562943b refactor(scaffold): 重生成 E001 prefab(去三协程能力节点,仅留 ContactChase+Locomotion)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 13:23:09 +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
joywayer 63b3701fc7 @
test(ai): PerceptionStateMachine locomotion 意图回归测试(绿)

新增 PerceptionStateMachineTests:待机态声明 Idle locomotion 意图、进追逐区
转 Chase 并触发追击能力、Chase 态不再直接声明 locomotion 意图。测试程序集
补 BaseGames.Enemies 引用。断言经真实状态机 + 测试 fake 验证通过。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 12:21:28 +08:00
joywayerandClaude Opus 4.8 0f0112eb91 refactor(ai): PerceptionStateMachine 状态改绑 locomotion 意图
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 12:17:49 +08:00
joywayerandClaude Opus 4.8 1ab0521061 refactor(ai): IAiContext.Mover→Locomotion,删除 IMover
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 12:14:53 +08:00
joywayerandClaude Opus 4.8 f143efe4a3 feat(scaffold): PlaceE001 挂载 EnemyLocomotion,重生成 prefab
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 12:10:29 +08:00
joywayerandClaude Opus 4.8 8c1a8647bb feat(enemy): EnemyBase 经接口发现并暴露 Locomotion(IEnemyLocomotion)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 12:06:41 +08:00
joywayerandClaude Opus 4.8 0f988c4cef feat(enemy): 新增 EnemyLocomotion 执行器(Idle/Patrol-Wander/Face/Approach)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 11:59:02 +08:00
joywayerandClaude Opus 4.8 0a7312e9bc feat(ai): 新增 IEnemyLocomotion 接口与 LocomotionMode/PatrolStrategy 枚举
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 11:55:41 +08:00
joywayer 612db1bc98 @
docs(ai): 敌人执行层统一 实施计划(P2-P6)

EnemyLocomotion 引入(P2)/AI 改绑意图删协程能力(P3)/删 AiPhase(P4)/
Stats 清理(P5)/巡逻策略 Pace+Waypoints(P6),逐 Task 含代码+EditMode/
PlayMode 验证+提交。P1 已完成。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 11:51:14 +08:00
joywayer e1f719aca0 @
docs(ai): 明确 PB2d 不支持飞行导航 + 飞行绕障缺口

核实 PathBerserker2d 为表面图寻路(NavSurface/NavSegment/NavLink),不支持
飞行;飞行怪走 FlyingDirectNavigator 直线直飞。EnemyLocomotion 收编两个
IPathAgent 后端。补记"飞行绕障"为已知缺口(现有直飞无绕障,需单独飞行寻路
方案),非本次范围。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 11:44:07 +08:00
joywayer ab8f61d2d9 @
docs(ai): 敌人执行层统一 + AI/动画/属性瘦身 设计文档

通篇审查敌人架构(movement/stats/state/AI+abilities)后的重构方案:
引入统一 EnemyLocomotion(Idle/Patrol/Face/Approach 模式 + Wander/Pace/
Waypoints 策略)取代 7 种巡逻/4 套移动/IMover/三个协程能力;删 AiPhase
影子层(动画改由 locomotion 驱动);清 EnemyStatsSO ~11 个死字段。范围
E001 样板+框架,E002-E06/Boss 定落地范式后续实现。P1(死代码清除)已完成。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 11:39:26 +08:00
joywayer e894a9dd27 @
chore(ai): 移除死代码 Behavior Designer(BD_* + Opsive 包 + 宏)

敌人 AI 已迁到自研 BrainGraph,旧的 Opsive Behavior Designer 集成全线死亡:
无任何 prefab 挂 BehaviorTree,新系统也不引用 BD 任务。用户手动删除三个
com.opsive.* 包后,BD_* 文件(#if GRAPH_DESIGNER 下引用 Opsive 类型)导致
BaseGames.Enemies.AI 程序集编译失败——本提交清除死代码并恢复编译。

- 删除 ~50 个 BD_*.cs + BDTaskAttributes.cs + BaseGames.Enemies.AI.asmdef。
- 移除 Standalone 的 GRAPH_DESIGNER 脚本宏。
- 移除 com.opsive.behaviordesigner/shared/graphdesigner 嵌入包(用户已删目录)。

已扫描确认无其他程序集引用该 AI 程序集、无真实 Opsive/BD_ 类型引用
(仅注释/Tooltip 提及)。编译 0 错误。属敌人架构重构 P1(死代码清除)。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-07-10 11:37:16 +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 490329e1dc refactor(nav): 敌人移动改为物理原生架构——根治 TBM 与 Dynamic 刚体冲突
根因: NavAgent.Position setter 直接写 transform.position, TBM 段移动每帧写它, 与敌人
Dynamic 刚体(重力/碰撞)冲突(旧代码靠"NavDriving清零velocity"缓解,但对Dynamic刚体直接
写transform.position本就不推荐,易卡墙/穿透/被物理覆盖)。

根本解: 寻路降为"顾问"(只给方向),移动执行归物理:
- EnemyNavAgent.Awake 禁用 TBM.SegmentMovement(不再写 transform.position);
- FixedUpdate 改物理原生桥: 朝 PathSubGoal 写 MoveDir+MoveSpeed 由 EnemyMovement 施加
  velocity+重力执行, 到达子目标时 CompleteSegmentTraversal 推进段(原由TBM负责);
- EnemyMovement 撤掉 NavDriving 的清零velocity/只朝向门, nav方向统一走velocity移动。
保留击退/击飞/落地等全部物理反馈。

附带修 PerceptionStateMachine: 追击维持改"追逐区 OR 视野区"任一(视野los可能被墙挡漏检,
仅靠视野会导致玩家在近身追逐区内却Chase↔Patrol抖动、nav被反复Stop不移动)。

PlayMode 验证: 敌人 nav 巡逻/追击均用velocity移动(FollowPath/onSeg=True)、追击稳定无抖动。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-09 17:19:01 +08:00
joywayerandClaude Opus 4.8 643f63c737 fix(nav): 修复 nav 寻路核心用法——重寻路防抖 + allowCloseEnoughPath
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
joywayerandClaude 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
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
joywayerandClaude 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
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
joywayerandClaude Opus 4.8 eaf7469d66 docs(ai): spec 补充"敌人感知↔状态模型"(待机/警觉/追击/巡逻)
两感知(追逐/视野)+HasAlert勾选+统一规则(升级经警觉/降级永不回警觉)+缺省自动降级
+职责边界(转换归AI层,感知只做纯查询)+PerceptionStateMachine可复用件。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-09 15:11:44 +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
joywayerandClaude Opus 4.8 4ce798ea6e refactor(ai): E001 AI 重写为纯决策层,符合设计并委托能力模块
依据小怪设计文档重构 E001 状态机 Idle_Disguise→Skill_Start→Skill_Loop→Skill_End→Move_Patrol:
追击移动/接触伤害全部委托 e001_chase(ContactChaseAbility),AI 不再裸 MoveTo。
新增 ISensor.DetectsPlayer(视线OR近身,对齐设计)、IMover.UseChase/PatrolSpeed、
IEnemyActor.SetPhase(AI 声明阶段、EnemyBase 播动画)。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 16:51:47 +08:00
joywayerandClaude Opus 4.8 decd5503fb fix(scaffold): 修复敌人感知 los 槽位——检测层 Nothing→Player、半径 0→8
原 SetupPerceptionSystemSlots 把 los 槽 detectLayer 置 0(Nothing)且 radius=0,
导致视线永远探不到玩家;改为 Player 层 + 半径 8,LOS 检测恢复正常。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 16:26:40 +08:00
joywayerandClaude Opus 4.8 63e241af92 fix(ai): AiRuntime 自转换设为no-op(根治死亡双发Died再入) + EnemyBase.OnSpawn复位brain.enabled + 测试
Switch 对 target==当前态直接 no-op(不重跑Exit/Enter),循环改为 if(Switch(t))return true;
OnSpawn 复用时恢复被 QuotaManager 裁剪禁用的 brain。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 16:26:28 +08:00
joywayer d38c6e35bb feat(ai): 脚手架 PlaceE001 一键挂载 EnemyAiBrain 并绑定 id=E001 2026-07-03 16:08:32 +08:00
joywayer 23a3a1c274 refactor(ai): EnemyBase/QuotaManager 移除 Opsive BT,改接 EnemyAiBrain(Brain访问器/Died信号/OnSpawn重置/LOD裁剪) 2026-07-03 15:10:55 +08:00
joywayer a9acace0a0 feat(ai): E001(草蛭) AiScript 定义——巡逻/追击/搜查(接触伤害杂兵) 2026-07-03 15:03:27 +08:00
joywayer 4994360927 feat(ai): EnemyAiBrain 组件——承载 AiRuntime、逐帧推进、池复用重置、信号入口 2026-07-03 15:00:59 +08:00
joywayer 20c2568222 feat(ai): EnemyBrainContext——EnemyBase子系统适配为BrainGraph能力接口 2026-07-03 14:58:52 +08:00
joywayer 683a2d9ffb feat(ai): AiDefinitionRegistry——反射按id提供共享AiGraph(关域重载重置) 2026-07-03 14:55:42 +08:00
joywayerandClaude Opus 4.8 80864eec6c docs(ai): BrainGraph 接通敌人阶段(E001+脚手架一键)实现计划
AiDefinitionRegistry(反射按id取共享图)+EnemyBrainContext(单类适配)+EnemyAiBrain组件
+E001 AiScript+EnemyBase去BT接signal+SceneObjectPlacerTool一键挂载+PlayMode集成验证.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 14:52:22 +08:00
joywayer 11e4c9f1ea refactor(ai): 终审收尾——删死字段/事件转换刷新IsSuspended + 局部事件与双实例独立性测试 2026-07-03 14:33:23 +08:00
joywayer 747d39072e test(ai): BrainGraph 第1阶段收尾——flyweight 共享测试 + 全量绿 2026-07-03 14:26:01 +08:00
joywayer d01df7b5f0 feat(ai): AiRuntime 事件转换(push,不受门限制)+trace触发原因+池复用测试 2026-07-03 14:23:28 +08:00
joywayer 5ad26b16e8 perf(ai): AiRuntime 热路径去装箱/弱表一次注册 + 补 OnExit/Entry OnEnter 测试 2026-07-03 14:20:19 +08:00
joywayer cdd1053bec feat(ai): AiRuntime 条件转换+IsControllable让位门+状态计时+trace+Reset 2026-07-03 14:13:36 +08:00
joywayer 0253fd15ca refactor(ai): BrainGraph Task4 审查修复——删死字段/Global空目标校验/AiState只读转换 2026-07-03 14:09:43 +08:00
joywayer 6f9fa8c4b8 feat(ai): BrainGraph AiGraph + BrainBuilder(fluent, 显式标签, 目标校验) 2026-07-03 14:04:51 +08:00
joywayer 3d6cef1f41 feat(ai): BrainGraph Transition/AiState/TransitionRecord 数据结构 2026-07-03 14:00:27 +08:00
joywayer 7281c5cf6e feat(ai): BrainGraph 能力接口(ISensor/IMover/ICombatant/IActorVitals)+IAiContext 2026-07-03 13:58:52 +08:00
joywayer db5bd019f8 feat(ai): BrainGraph 核心程序集 + AiSignal + Blackboard(可自省) 2026-07-03 13:56:11 +08:00
joywayerandClaude Opus 4.8 2339b5cd87 docs(ai): BrainGraph 标签方案改为 C#9 兼容(显式可选字符串)
Unity 2022.3=C#9,不用 C#10 的 CallerArgumentExpression;When(cond,label)显式可选,
默认回退"cond";spec 示例与 Phase1 计划(Task4/5 测试)同步更新.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 13:51:34 +08:00
joywayerandClaude Opus 4.8 5155368201 docs(ai): BrainGraph 第1阶段(核心运行时)实现计划
TDD/EditMode 覆盖: 程序集+Blackboard+能力接口+Transition/AiState+AiGraph/BrainBuilder
+AiRuntime(条件/事件转换,IsControllable门,状态计时,trace,池复用重置); 后续4阶段路线图.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 13:42:01 +08:00
joywayerandClaude Opus 4.8 93431102ab docs(ai): 补充 BrainGraph 多实例复用与对象池设计
共享 AiGraph(每类型1份 flyweight)+每实例 AiRuntime; lambda 禁实例捕获;
对象池回收再生须重置 AiRuntime; 调度错峰; 新增对应验收标准.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 13:29:34 +08:00
joywayerandClaude Opus 4.8 0ed7353d24 docs(ai): 敌人 AI 框架(BrainGraph)设计——HFSM 替换 Behavior Designer
C# 声明式为唯一事实来源, 可视化从模型自动生成; 只新建决策层+干净能力接口,
现有感知/移动/能力子系统保留; 受击物理FSM用 IsControllable 门显式让位;
交付面: 运行时调试器/Mermaid导出/MCP自省API; v1 试点 E001+ChaoFengBoss.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 13:01:49 +08:00
yangyu 755ec0b82a Merge branch 'master' of https://git.joywaygames.cn/basegames/zeling_v2
# Conflicts:
#	Assets/_Game/Data/Player/PLY_PlayerMovementConfig.asset
#	Assets/_Game/Scenes/Persistent.unity
#	ZeLing.sln
2026-06-15 17:09:53 +08:00
yangyu 99d44348c6 no message 2026-06-15 17:08:12 +08:00
joywayer c7dd125bc0 添加资源 2026-06-12 12:05:30 +08:00
joywayerandClaude Fable 5 f7eb2d4368 fix(editor): WeaponHitBoxWizard 补挂 WeaponFeedback——武器本地反馈链路接通
向导生成武器 HitBox Prefab 时在根节点添加 WeaponFeedback
(WeaponHitBoxInstance.Awake 经 GetComponentInChildren 获取)。
此前组件缺失,武器级命中/破风反馈静默落到 NullFeedbackPlayer。
MMF_Player 反馈链内容仍留待 Inspector 编排。存量
WPN_WPN_DiHun_HitBox.prefab 已另行补挂修正。

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 11:59:35 +08:00
joywayerandClaude Fable 5 09bdda970a feat(feedback): 命中/受击反馈支持固定位置与击中位置两种生成模式
DamageInfo 新增运行时字段 HitPoint:HitBox 结算时写入精确接触点
(ClosestPoint),HurtBox.ReceiveDamage 以解析后命中点兜底盖戳,
陷阱/环境等直调路径同样可用。IFeedbackPlayer.PlayHit/PlayTakeHit
增加命中点参数,全链路(武器实例→PlayerCombat→HurtState→
EnemyFeedback)透传。各 Feedback 组件命中/受击槽位新增
FeedbackPositionMode(Fixed=反馈链编排的固定位置 /
HitPoint=传入命中点,启用位置选项的模块在该点生成),由编排
反馈链的开发者在 Inspector 按表现选择;武器命中默认 HitPoint
(火花贴点),角色级默认 Fixed(震屏/振动与位置无关)。

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 11:48:37 +08:00
joywayerandClaude Fable 5 5ccab35948 feat(world): 检查点复活位置由 RespawnPoint 子节点显式配置
CheckpointMarker 新增 _respawnPoint 引用,注册的检查点位置改为
该子节点的位置——触发区与出生点解耦,触发区可横跨通道、出生点
精确落在安全平台上。漏配时 Awake 显式报错且不注册(不以标记
自身位置兜底)。Gizmos 增画复活点(青色)与触发区连线,漏配
画红叉警示。PlaceCheckpointMarker 脚手架自动创建并绑定
RespawnPoint 子节点。

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 11:26:02 +08:00
joywayerandClaude Fable 5 bedb0f8ff4 fix(combat): 地刺死亡判定改从 HurtBox 向上查找——死亡不再误传回检查点
此前经 other.transform.root 查 IDamageable,玩家被临时挂到其他
父物体(如移动平台)下时 root 非玩家根节点而漏判死亡,导致致死
触碰仍 Raise EVT_CheckpointRespawn 与死亡流程撞车。改为
other.GetComponentInParent 从 HurtBox 自身向上查找,任何层级
结构下死亡均只走死亡流程,存活才回溯检查点。

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 11:20:10 +08:00
joywayerandClaude Fable 5 01787e9c34 fix(world): 检查点标记闩锁随接触周期重置——折返重经标记可覆盖注册
CheckpointMarker._isActivated 此前一次性置位,玩家折返重新经过
早先的标记不会再注册,"最近经过的为准"对回头路失效。改为
OnTriggerExit2D 重置闩锁:每次重新进入触发区都覆盖注册最近
检查点,同一次接触内仍只注册/广播一次。

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 11:16:08 +08:00
joywayerandClaude Fable 5 613f93c13e fix(combat): 地刺闩锁随接触周期重置——检查点回溯后陷阱恢复生效
LethalTrap._triggered 此前仅在 OnEnable 重置,存活回检查点路径
不重载场景,首次触发后陷阱永久失效。改为 OnTriggerExit2D(玩家
HurtBox 离开触发区,含传送移位)重置闩锁:同一次接触内仍只结算
一次,下一次触碰重新生效;死亡路径仍经场景重载由 OnEnable 重置。

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 11:10:51 +08:00
joywayerandClaude Fable 5 64822595b3 fix(player): 补挂 CheckpointRespawnHandler——存活回检查点链路接通
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
joywayerandClaude Opus 4.8 862a1e5899 fix(combat): 弹反阵营感知——仅玩家弹反才翻转投射物阵营与目标层
新增 Projectile.ReflectBy(parrier):按弹反者根节点 Tag 区分阵营。玩家弹反走原 ReflectAsPlayerProjectile(切 PlayerProjectile 层+切换伤害目标层);敌人弹反敌人投射物时阵营层与目标层均保持不变(仍是敌方投射物、仍打玩家侧),仅反转方向并重置命中记录与预算。HurtBox 弹反分支改传弹反者 Transform;ParryableProjectile 手写弹反分支同步加阵营判断。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 10:49:23 +08:00
joywayerandClaude Opus 4.8 5922ef373d feat(combat): 弹反投射物伤害目标层改为显式配置
ProjectileConfigSO 新增 ReflectedTargetLayers:弹反后写入 HitBox.TargetLayers 的目标层显式配置;留空(Nothing)有明确缺省语义=自动翻转(PlayerHurtBox 位换 EnemyHurtBox 位、其余位保留)。Projectile/ParryableProjectile 两条弹反路径统一走 ApplyReflectedTargetLayers。现有 6 个投射物配置资产已显式配为 EnemyHurtBox。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 10:43:57 +08:00
joywayerandClaude Opus 4.8 1866f323e4 feat(combat): 投射物接入伤害目标层过滤,弹反阵营/目标同步翻转
HitBox 暴露 TargetLayers 运行时读写。Projectile 缓存预制体初始目标层并在 Initialize 还原(对象池复用不被上一发弹反污染);ReflectAsPlayerProjectile 时目标层随阵营翻转(PlayerHurtBox→EnemyHurtBox,保留可破坏物等其他位)。

ParryableProjectile 绕过 HitBox 自行判定,补上同样的目标层过滤;并修复其弹反分支不切 PlayerProjectile 层的问题——原先反射后仍留在 EnemyProjectile 层,碰撞矩阵 EnemyProjectile↔EnemyHurtBox 不碰撞,反射弹永远打不中敌人。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 10:34:43 +08:00
joywayerandClaude Opus 4.8 ef7ff63b67 feat(combat): HitBox 新增 _targetLayers 实例级伤害目标过滤
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
joywayerandClaude Opus 4.8 8515dfa7ab feat(combat): 下劈弹跳完善——可破坏物可弹跳+独立弹跳力+下劈保留空中操控
- HitBox 新增 OnBreakableHitConfirmed:命中 IBreakable 也发命中确认,
  下劈打可破坏物同样弹跳;不走 OnHitConfirmed,灵力仍只来自敌人
- 新增 PogoBounceForce 配置(默认 15,略低于 JumpForce=18)+
  PlayerMovement.PogoBounce(),弹跳高度独立可调、固定不可截断
- DownAttackState 增加 OnStateFixedUpdate:下劈期间保留完整空中
  水平操控(含与 FallState 同款贴墙保护)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 09:51:17 +08:00
joywayerandClaude Opus 4.8 3bafc4cbaa fix(combat): 下劈去除向下俯冲位移,回归纯向下攻击+命中弹跳
下劈原在 OnStateEnter 强加 -18 向下速度,使手感变成下冲/俯冲。
删除该俯冲位移,角色保持自然下落、纯向下挥击;命中弹跳与
重置空中跳跃/冲刺次数逻辑(OnDownHitConfirmed)保持不变。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 02:40:00 +08:00
joywayer 565a498491 调整场景物体 2026-06-11 17:00:40 +08:00
joywayerandClaude Opus 4.8 8a0992c0e7 fix(combat): HitBox 懒初始化,修复 Activate 早于 Awake 致接触判定碰撞体被禁用
BodyContactDamage.OnEnable 在 HitBox.Awake 之前调用 Activate 时 _directColliders 尚未收集,Activate 对空列表启用碰撞体、随后 Awake 又禁用碰撞体,导致接触伤害判定盒永久收不到 Trigger 事件、玩家不受碰撞伤害。原 BodyContactDamage 靠 Update 周期 re-Activate 掩盖了该时序问题,移除该循环后暴露。

将碰撞体/代理/服务缓存收集抽到 EnsureInitialized 懒初始化,Awake 与 Activate 都先调用,与脚本执行顺序无关。已实机验证:进入 Play 后碰撞体自动启用,玩家正常受到碰撞伤害。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 16:56:42 +08:00
joywayer d441518dfe 指定动画等 2026-06-11 16:32:32 +08:00
joywayerandClaude Opus 4.8 cc046c53b3 fix(combat): HitBox 命中节奏统一 + 投射物穿透可配
HitBox 新增 HitMode Single/Interval:Interval 用 Enter/Exit 跟踪占用 + Update 轮询,对停留目标按间隔重判,不再依赖 OnTriggerEnter 单次语义。BodyContactDamage 改用 Interval 模式,修复停留在接触判定内、无敌结束后不再受伤的 bug;FlyingEnemy 接触伤害加按目标间隔节流。ProjectileConfigSO 新增 MaxHits 默认 1 即命中即消失,Projectile 按命中预算回收,修掉默认无限穿透;弹反守卫避免反射后立即回收。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 16:31:55 +08:00
joywayerandClaude Opus 4.8 0491e3f919 fix(combat): 统一受击无敌闸门并修复 DoT 失效
将无敌判定收口到 PlayerController.TakeDamage(DamageInfo) 单一闸门并认 DamageFlags.IgnoreIFrame,PlayerStats 拆出原始扣血 ApplyDamage;新增 DamageFlags.IsDoT,持续伤害只扣血不打断硬直、不授予无敌。修复 DoT 绕过 HurtBox 时被 flag-blind 的整数 TakeDamage 静默吞没、且 FinalDamage 未结算(恒为0)的双重失效;敌人侧 DoT 标记 IsDoT 避免每 Tick 重置硬直。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 16:30:56 +08:00
joywayer 523f7c842a 修改editorsetting 2026-06-11 15:31:29 +08:00
joywayerandClaude Opus 4.8 4189a6210b perf(editor): 关闭 Domain/Scene Reload 加速进入 Play,并补齐域重载安全
关闭 Domain Reload 后 SO 的 OnEnable/OnDisable 不再于进入/退出 Play 触发、
静态字段不再重置,运行时态会跨 Play 会话残留。补齐重置路径:

- 新增 PlayModeResetHook:编辑器内在"进入 Play 前"统一回调各 SO 的重置,
  复刻 Domain Reload 曾提供的干净起点;运行时构建为空实现、零开销。
- 静态态用 RuntimeInitializeOnLoadMethod 重置:
  ServiceLocator._services / SettingsManager.SettingsChanged /
  EventChainManager.OnChainExecutedInEditor。
- SO 运行时态经 PlayModeResetHook 重置:
  BaseEventChannelSO(粘性值+订阅委托) / VoidBaseEventChannelSO /
  WorldStateRegistry(状态字典+变更事件) / InputReaderSO。
- InputReaderSO 增加解绑追踪:跨会话重建前先解绑旧输入回调,
  避免 InputActionAsset 存活导致同一输入重复绑定、多次触发。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 14:40:37 +08:00
joywayer 253a8811fa 删除godot mcp 2026-06-11 13:28:33 +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
- 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 32566020c7 feat(input): 添加 IInputIconService 接口及 InputDeviceType 枚举以支持按键图标管理 2026-06-10 14:13:34 +08:00
joywayer 956a1dc5ab Refactor code structure for improved readability and maintainability 2026-06-10 10:19:27 +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 7781ac4755 docs: CLAUDE.md 补充禁止引用其他游戏与及时 git 提交规范 2026-06-09 11:00:42 +08:00
joywayer e09bee31ec UI 系统 2026-06-09 10:41:43 +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
joywayerandClaude Opus 4.8 ff0f3bde54 refactor(ui): SkillTreePanel 改名为 FormSkillPanel
该面板实为只读的形态技能一览(按形态翻页展示技能图标/名称/描述/消耗/冷却),
不含节点/前置/技能点/解锁交互。原名 SkillTree 易误解为可交互技能树,故改名为
FormSkillPanel 以反映真实职责。.meta GUID 保留,无 prefab/场景引用。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 11:40:28 +08:00
joywayerandClaude Opus 4.8 9aaa2b6452 docs: 修正进度系统文档中虚构的技能树系统
将 10_Manual_ProgressionSystem.md 中不存在的 SkillTreeSO/技能点/技能树解锁
流程,改写为真实实现:技能(FormSkillSO)随形态由 FormController 注入 SkillManager,
施放消耗魂力/灵力;能力通过 AbilityType 位掩码解锁(PlayerStats/AbilityFlags)。
同步更正 MT-PROG-06 的 HasAbility/存档字段引用,并统一 05/07/11 文档措辞为
'形态技能一览(FormSkillPanel)',明确本项目无技能树。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 11:39:57 +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
joywayer 613f2a4d13 feat: Enhance scene transition management and HUD scaffolding
- Added RequestTransition method to ISceneService for direct scene transition requests without needing Inspector SO references.
- Updated DoorTransition and RoomTransition to utilize the new RequestTransition method via ServiceLocator.
- Introduced SceneFadeController to manage scene fade effects during transitions, with event channel integration for fade requests.
- Created HUDScaffoldWizard to automate HUD Canvas setup, including various UI elements and event channel bindings.
- Updated assembly definitions to include necessary dependencies for new UI components.
- Added Streaming assets for budget configuration to optimize scene loading and memory management.
2026-06-03 08:08:27 +08:00
joywayer d27ae9407d feat: Enhance Physics Perception System with new detection modes and performance optimizations
- Updated PhysicsPerceptionSystem to support seven detection modes: RangeCircle, BatchLOS, FanCast, BoxCast, Sight, RayCast, and TriggerZone.
- Improved documentation for each detection mode, including performance optimization strategies.
- Introduced PerceptionTriggerProxy for event-driven detection in TriggerZone slots.
- Added SightBatchSystem to manage Sight slots efficiently, reducing CPU spikes during high enemy counts.
- Updated SensorSlotNames to reflect new detection modes and their purposes.
- Enhanced internal logic for detecting targets and managing detection events.
2026-06-02 23:18:20 +08:00
yangyu 378afb1085 Merge branch 'master' of https://git.joywaygames.cn/basegames/zeling_v2 2026-06-02 16:36:19 +08:00
yangyu 9120d8ca14 no message 2026-06-02 16:36:17 +08:00
joywayer 150440495d feat: Register and unregister BatchLOSSystem in EnemyBase lifecycle methods 2026-06-02 16:23:14 +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 e24ecc9589 增加mcp 2026-05-29 09:40:11 +08:00
yangyu ea20b3a5ce Merge branch 'master' of https://git.joywaygames.cn/basegames/zeling_v2 2026-05-27 16:48:44 +08:00
yangyu 79c2549a04 no message 2026-05-27 16:48:42 +08:00
joywayer e81e4547e7 添加bd 2026-05-27 16:48:22 +08:00
yangyu bf3a049a62 Merge branch 'master' of https://git.joywaygames.cn/basegames/zeling_v2 2026-05-27 16:33:23 +08:00
yangyu eec8d4d453 no message 2026-05-27 16:33:15 +08:00
joywayer 0082c0b727 移除 bd 2026-05-27 16:28:40 +08:00
joywayer 0b7568a96f unity mcp 2026-05-27 16:27:34 +08:00
joywayer b5916f14c9 跳跃靠墙高度修复 2026-05-27 10:43:59 +08:00
joywayer 1685a14adf Merge branch 'master' of ssh://git.joywaygames.cn:2222/basegames/zeling_v2 2026-05-26 16:18:22 +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
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 5a0f1548ea Refactor code structure for improved readability and maintainability 2026-05-26 13:04:38 +08:00
joywayer f74d7f1877 Add independent review reports for Minimap system (Rounds 8, 9, and 26)
- Round 8 report highlights improvements in architecture, editor usability, and data robustness, with a total score of 80/100.
- Round 9 report focuses on editor extension capabilities, identifying issues with room data indexing and layout editing, resulting in a score of 76/100.
- Round 26 report evaluates the system against commercial standards, noting new issues and confirming previous fixes, with a score of 95.8/100.
2026-05-25 23:15:12 +08:00
joywayer e2bc324905 Add independent review report for Minimap system Round 7
- Validate fixes from Round 6 and identify new issues
- Document findings including UX defects, editor integration flaws, and code quality concerns
- Propose solutions and prioritize issues based on severity
- Evaluate against standards of mature 2D Metroidvania games
2026-05-25 14:44:31 +08:00
joywayer 5cb6c2a19d Add final evaluation report for Minimap system after all fixes and improvements
- Summarized the evolution of scores across five review rounds
- Detailed the status of each evaluation dimension post-fixes
- Highlighted remaining issues and recommended future work for further enhancements
- Compared current system against industry benchmarks
2026-05-25 14:25:19 +08:00
joywayer a1f9122153 UI相关优化补充 2026-05-25 13:21:41 +08:00
joywayer 3c812cfb41 UI系统优化 2026-05-25 11:54:37 +08:00
joywayerandCopilot c7057db27d fix: Round 56 亲密度门槛UI、空npcId警告、任务总览窗口、超时缓存、本地化Key检查、放弃任务交互、CurrentNpcId属性
- QuestManager.ApplyAffinity: giverNpc.npcId 为空时改为 LogWarning+return,不再静默丢弃好感度奖励
- QuestManager.UnlockBranches: 分支对话 npcId 为空时输出 LogWarning,提示开发者可能误推进对话类目标
- QuestGiver.InteractPrompt: Available 状态调用 GetQuestLockInfo,亲密度/前置未满足时显示锁定原因而非'接受任务'
- QuestGiver.Interact_Internal: Available 状态加锁定检查防卫,锁定时提前返回;新增 _allowAbandon 字段(默认 false)
- QuestGiver: Active+未完成+_allowAbandon=true 时显示'放弃任务'并触发 AbandonQuest,接入已有 AbandonQuest 接口
- DialogueManager: 新增 _waitSequenceTimeout 缓存字段,Awake 预创建避免每次 PlayImmediate 分配 WaitForSeconds
- DialogueManager: 新增 _currentNpcId 字段,PlayImmediate 写入、EndDialogue/ForceEnd 清空
- IDialogueService + DialogueManager: 暴露 CurrentNpcId 只读属性,供外部系统主动查询当前对话 NPC
- QuestSO.OnValidate: 对空 displayNameKey/descriptionKey 输出 LogWarning,防止 UI 显示空文本
- 新增 QuestOverviewEditorWindow: BaseGames/Quest/Quest Overview,列出全部 QuestSO,支持搜索/分类过滤;
  Play Mode 下读取 IQuestManager 运行时状态并着色显示;Edit Mode 高亮配置错误行;单击 Ping、双击 Select

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-25 08:06:54 +08:00
joywayerandCopilot 8e88fc42e9 fix: Round 55 递归硬中止、存档加载缓存刷新、好感度空值防护、选项穿透延迟、分支对话去重
- QuestSO.HasPrerequisiteCycle/HasBranchCycle: depth>32 改为 LogError+return true 硬中止,防止栈溢出
- DialogueSequenceSO.HasChoiceCycle: 新增 depth 参数及 >32 硬中止,同时更新递归调用传 depth+1
- IQuestEventSource: 新增 OnAfterSaveLoaded 事件接口,供存档加载后统一刷新缓存
- QuestManager.OnLoad: 末尾触发 OnAfterSaveLoaded,确保所有缓存组件收到通知
- QuestGiver: 订阅 OnAfterSaveLoaded 设 _cacheDirty,存档恢复后 NPC 交互提示始终最新
- QuestManager.ApplyAffinity: 新增 giverNpc null 显式 LogWarning、maxAffinity<0 LogError 防护
- DialogueManager: 选项穿透防护改为预创建 WaitForSeconds(0.15f),替代 yield return null
- QuestManager.UnlockBranches: 多分支同时满足时只播首个有对话的分支,防止重复播放

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-25 07:37:03 +08:00
joywayerandCopilot 943178cbc1 fix: Round 54 priority dequeue, onComplete callback, prerequisiteObjectiveId validation, localizationTable guard, FailQuest timestamp, remove empty ValidateBranchDialogueKeys
- DialogueManager.EndDialogue: dequeue by max-priority index instead of FIFO index-0
- DialogueManager.EndDialogue: fire _onCompleteCallback on normal end (was only in ForceEnd)
- NpcSO.OnValidate: auto-restore localizationTable to 'UI' if cleared
- QuestSO.ValidateObjectiveIds: validate prerequisiteObjectiveId references exist in same quest
- QuestSO.OnValidate: remove call to empty ValidateBranchDialogueKeys stub + remove the stub itself
- QuestManager.DispatchEvent toFail loop: write _completedAtUtc timestamp on quest failure

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-25 07:20:55 +08:00
joywayerandCopilot da2948dff8 refactor: Round 53 remove all legacy backward-compatibility code
- QuestSO: remove giverNpcId, prerequisiteQuests/Flags/FlagsLogic, failCondition,
  conditionFlags, npcDialogueKey fields; simplify GiverNpcId property to giverNpc?.npcId;
  clean ValidatePrerequisiteCycles/HasPrerequisiteCycle to use prerequisites.questDependencies;
  remove ValidateBranchDialogueKeys migration warning block; clean QuestPrerequisite doc
- QuestManager: remove OnLoad DataVersion 1/2 migration paths (ProgressCounts, hasNewFormat/
  useNewFormat); remove CheckQuestDepsAndFlags old-field fallback (prerequisiteQuests/Flags);
  remove UnlockBranches conditionFlags fallback; remove DispatchEvent failCondition fallback;
  fix ValidatePrerequisites DFS to scan prerequisites.questDependencies
- SaveData: remove ProgressCounts (Obsolete), ObjectiveIndex (unused), GiverNpcId (never
  written) fields from QuestState; simplify DataVersion doc comment
- QuestSOEditor: replace migration-only editor with minimal DrawDefaultInspector
- QuestModule: update all prerequisiteQuests/conditionFlags/npcDialogueKey/failCondition
  references to canonical new fields; update ValidateBranchFlags check 10
- FlagAuditModule: replace conditionFlags/prerequisiteFlags scans with conditionFlagEntries/
  prerequisites.flagCondition.flags
- NpcSO: remove QuestSO.giverNpcId reference from npcId tooltip
- NpcAffinityEvent/RewardSO: update doc comments to reference giverNpc instead of giverNpcId

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-25 01:00:32 +08:00
joywayerandCopilot 0b28cabba4 feat: Round 52 narrative systems improvements
P1-A: QuestManager.OnLoad Enum.TryParse failure warning (dev builds)
P1-B: SaveData.QuestState ObjectiveCompleted dict; BuildObjectiveCompleted
       helper; OnSave/OnLoad wiring (DataVersion 2→3)
P2-A: Quest start/complete timestamps (_startedAtUtc/_completedAtUtc dicts;
       StartedAtUtc/CompletedAtUtc in SaveData; AcceptQuest/CompleteQuest/
       OnSave/OnLoad wiring)
P2-B: DialogueManager pending queue Queue→List + priority-eviction on full
       (lowest-priority item evicted when higher-priority request arrives)
P2-C: NpcSO.localizationTable field; NpcSOEditor uses npc.localizationTable
       in TryResolveNameKey, PingLocalizationFile, and button label
P3-A: QuestSO.failConditions[] multi-fail array; Obsolete failCondition;
       DispatchEvent updates fail check to any-of-array logic with fallback
P3-B: QuestObjectiveSO.prerequisiteObjectiveId; DispatchEvent gates objective
       event routing behind prerequisite completed check
P3-C: IQuestEventPayload interface + StringQuestPayload struct; QuestObjectiveSO
       typed TryHandleEvent(IQuestEventPayload) overload; DispatchEvent string
       overload delegates to typed IQuestEventPayload overload

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-25 00:47:44 +08:00
joywayerandCopilot 48f018f4b8 feat: Round 51 narrative systems improvements
- SaveData: update QuestState.Status comment to include Paused state
- QuestManager: add inline comment on AcceptQuest duplicate-accept guard
- QuestManager: wrap reward.Apply() in try-catch so exceptions don't
  corrupt already-committed Completed state
- QuestManager.UnlockBranches: support new conditionFlagEntries (invert/
  NOT logic) with graceful fallback to legacy conditionFlags
- QuestGiver: cache IQuestManager field in OnEnable; subscribe to
  OnQuestStateChanged for automatic cache invalidation instead of manual
  _cacheDirty = true after each Interact; remove per-call SL.GetOrDefault
- QuestGiver: replace hardcoded Chinese prompt strings with
  LocalizationManager.Get(key, 'UI') + inline fallback via GetPrompt()
- QuestSO: add BranchFlagEntry struct (flagId + invert) for NOT-logic
  branch conditions; add conditionFlagEntries to QuestBranch with
  HideInInspector on legacy conditionFlags for backward compat
- QuestModule: add static TTL cache (5 s) for FindAll<QuestSO>() in
  PopulateDependencyGraph to avoid re-scanning disk on every foldout open
- NpcSOEditor: add 'jump to localization file' button that pings and
  selects the UI table JSON in the Project window

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-25 00:34:59 +08:00
joywayerandCopilot 9c1e70fdeb feat: Round 50 narrative systems improvements
IQuestManager+QuestManager: add FillQuestsInState/FillFilterQuests buffer overloads (no-alloc hot path); remove R49 duplicate implementations.

QuestGiver: cache current quest result (_cachedQuest/_cachedState/_cacheDirty) to avoid per-frame foreach in InteractPrompt; invalidate on OnEnable and Interact_Internal state changes.

IDialogueService+DialogueManager: add StartDialogue(..., Action onComplete) overload; callback fires once on ForceEnd (covers both normal end and interrupt); supports chained callbacks via += accumulation.

DialogueVariantPreviewWindow: add 'Copy CSV' button in matrix section; exports all 2^N flag combinations with winner column; handles N>10 guard and CSV-safe escaping.

WorldStateRegistry: add TryGetCategory(id, out category) reverse lookup for debug tools.

NpcSOEditor: new CustomEditor for NpcSO showing live nameKey localization preview in Inspector (green label or warning box if Key not found).

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-25 00:24:20 +08:00
joywayerandCopilot 3c3ea1ead6 feat: Round 49 narrative systems improvements
QuestManager: extract CheckQuestDepsAndFlags shared method, simplify GetQuestLockInfo/CanAccept/MeetsPrerequisites; add GetQuestsInState+FilterQuests implementations; fix extra brace compile bug; add _pauseTimestamps logging; use actualDelta in ApplyAffinity event.

QuestSO: add depth>32 guard to HasPrerequisiteCycle and HasBranchCycle to prevent editor freeze on deep chains.

EventChainModule: replace FindObjectOfType with ServiceLocator.GetOrDefault in ForceExecute; add self-trigger flag detection (check 6) in ValidateAllChains using reflection.

DialogueVariantPreviewWindow: add matrix analysis section enumerating all 2^N flag combinations (N<=10) with table showing winning variant per combination.

WorldStateRegistry: LoadFromSave null guard on data.World sub-collections (P0 fix).

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-25 00:17:27 +08:00
joywayerandCopilot 6eaa83dc71 feat: Round 48 narrative systems improvements
- QuestSO: Add ValidateBranchCycles() DFS detection for branches[].nextQuest loop
- QuestSO: Mark three legacy prerequisite fields with v2.0 removal warning in Tooltip
- IQuestManager: Add QuestLockReason enum + QuestLockInfo struct (strongly-typed lock info)
- IQuestManager: Add GetQuestLockInfo() method to interface; GetQuestLockReason() now delegates to it
- IQuestEventSource: Add OnQuestStateChanged(questId, oldState, newState) unified event
- QuestManager: Implement GetQuestLockInfo(); fire OnQuestStateChanged on all state transitions
- DialogueManager: Add one-frame yield in HandleChoices before ShowChoices (skip-debounce fix)
- DialogueManager: Increment _playbackId in ForceEnd() to invalidate residual choice callbacks
- DialogueSequenceSO: Add UNITY_EDITOR debug log in TryGetActiveVariant on variant match
- WorldStateRegistry: Add OnBatchStateChanged event + BatchMark() batch-write API
- DialogueModule: List badge shows warning indicator for unconditional-shadowing variants
- DialogueModule: BuildVariantsCard shows logic mode (AND/OR) alongside flag conditions

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-25 00:05:15 +08:00
joywayer 446fd5dcd0 feat: Add WorldStateFlagAttribute and custom property drawer for enhanced dialogue management
- Implemented WorldStateFlagAttribute to mark string fields as world state flags.
- Created NarrativeNPCEditor for custom inspector to visualize dialogue version activation states.
- Developed WorldStateFlagDrawer to provide dropdown menu for known flags in the inspector.
- Introduced ActorModule for managing DialogueActorSO assets, including viewing, creating, and deleting actors.
- Added DialogueModule for managing DialogueSequenceSO assets with detailed previews and action bars.
- Established QuestModule for managing QuestSO assets, including objectives and branches.
- Implemented QuestManagerPostprocessor to automatically refresh QuestManager's quest list on asset changes.
2026-05-24 00:36:11 +08:00
joywayer 520f84999b Add enemy respawner and related components for room lifecycle management
- Implemented EnemyRespawner to manage enemy spawning and respawning within rooms.
- Added IRoomLifecycle interface for room activation and dormancy handling.
- Created supporting classes and metadata for enemy perception and threat assessment.
- Established streaming system components for room state management and transitions.
- Added necessary metadata files for new scripts to ensure proper integration with Unity.
2026-05-23 21:23:09 +08:00
joywayer a1b4e629aa feat: Implement Room Streaming System
- Add RoomStreamingManager to manage room loading and unloading based on player proximity.
- Create StreamingBudgetConfigSO for memory and performance budgeting of the streaming system.
- Introduce TransitionDirector to handle seamless and atmospheric fade transitions between rooms.
- Develop WorldGraph to represent room connectivity and facilitate neighbor queries and distance calculations.
- Implement RoomNode and RoomEdge classes to structure room data and connections.
2026-05-23 19:10:29 +08:00
joywayer 81c326af53 新增SensorToolkit 2026-05-23 08:48:48 +08:00
joywayer 9369f512d1 Merge branch 'master' of ssh://git.joywaygames.cn:2222/basegames/zeling_v2
# Conflicts:
#	Assets/_Game/Scenes/Testings/FengXianMountain.unity   resolved by theirs version
2026-05-23 00:10:51 +08:00
joywayer e879efaa89 Add InputDeviceIconSetSO configuration guide and related documentation
- Created a new markdown file detailing the configuration of InputDeviceIconSetSO.
- Included sections on system architecture, field explanations, image specifications, and complete workflow from setup to runtime.
- Documented the automatic device recognition logic and provided troubleshooting for common issues.
- Added references to relevant files and scripts for easier navigation.
2026-05-23 00:10:23 +08:00
joywayer b7baf7ad6a Add WeaponFeedback component and AddressableManagerWindow meta file
- 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 3e1f234ddc feat: 移除 Addressable 批量工具菜单项 2026-05-22 13:41:31 +08:00
joywayer 7461d181fe FengXianMountain 2026-05-22 13:38:41 +08:00
joywayer f3d52a1cd7 Merge branch 'master' of ssh://git.joywaygames.cn:2222/basegames/zeling_v2 2026-05-22 13:34:56 +08:00
joywayer f1c0b65737 feat: Enhance Addressable tools with improved scanning and filtering features
- Updated AddressReferenceGraphWindow to scan for AddressKeys in the _Game directory and added a warning for missing directories.
- Enhanced AddressableBatchTool with new filters for asset types (Prefab, Scene, ScriptableObject, Texture, Audio) and improved UI layout for better usability.
- Introduced automatic application of grouping and labeling rules during registration in AddressableBatchTool.
- Added functionality to quickly scan the _Game folder and improved address building logic.
- Updated AddressableRuleSyncWindow to include handling for custom labels and improved reporting of issues.
- Enhanced AddressableRules with a whitelist for known labels and refined grouping and labeling logic based on asset prefixes.
2026-05-22 13:34:47 +08:00
yangyu 430919f07b Merge branch 'master' of https://git.joywaygames.cn/basegames/zeling_v2
# Conflicts:
#	Assets/_Game/Scenes/Persistent.unity
2026-05-22 13:26:06 +08:00
yangyu d689bb9887 no message 2026-05-22 13:25:40 +08:00
joywayer e7b44e1d60 fix: 修复 AttackState 动画结束后等待阶段的逻辑,确保播放新动画以避免重复触发事件 2026-05-22 13:12:16 +08:00
joywayer af82b2b325 修改的文件:
New Transition Asset.asset
SKL_New.asset
ABL_Boss_Chaofeng.asset
WPN_TianHun.asset (4处)
WPN_MingHun.asset (4处)
WPN_DiHun.asset (4处,已有2处是0,修了剩余4处)
说明: _FadeDuration: 0.25 → _FadeDuration: 0,动画切换时不再有融合过渡,适合2D帧动画项目立即切换的需求。Feel/MMTools 的 prefab 中的 _FadeDuration 与 Animancer 无关,未做修改。已将项目 Assets/_Game/ 下所有 Animancer Transition Asset 的 _FadeDuration 从 0.25 改为 0,共修改 6 个文件(17 处)。动画切换将立即生效,不再有融合过渡,符合 2D 帧动画项目的需求。
2026-05-22 11:34:00 +08:00
joywayer d3136266d1 优化 FallState 和 WallSlideState 的状态切换逻辑,增加对 WallCling 能力的检查,并在抓墙时恢复空中冲刺次数 2026-05-22 11:01:09 +08:00
joywayer 68d4c699ae 修复内容:
PlayerMovement:新增 _facingLocked 字段 + LockFacing(bool) 方法;UpdateFacing() 锁定时直接返回
WallSlideState:OnStateEnter 调用 LockFacing(true) + FlipFacing(_wallDir);OnStateExit 调用 LockFacing(false) 解锁
WallJumpState:OnStateEnter 保险性再调一次 LockFacing(false);WallJumpAway/Toward 同步写入 _inputVelocityX,确保解锁后 UpdateFacing 朝向正确(背墙跳 = 离墙方向,对墙跳 = 朝墙方向)
2026-05-22 10:48:52 +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 47bdc67cdf feat: Implement DownDash ability and related systems
- Added DownDash ability with cooldown and speed configuration.
- Introduced DownDashState to handle down dashing mechanics, including gravity manipulation and animation playback.
- Updated PlayerMovement to support DownDash functionality.
- Enhanced PlayerStats to manage spring charge consumption and healing.
- Modified PlayerCombat and WeaponHitBoxInstance to support new hit confirmation events.
- Updated AbilityType to include new form types for character abilities.
- Improved Gizmos for better visualization of enemy detection and attack ranges.
- Added feedback systems for form switching in PlayerFeedback and IFeedbackPlayer.
- Refactored combat and movement states to accommodate new abilities and ensure smooth transitions.
2026-05-22 00:09:50 +08:00
joywayer 534de11e5d Refactor ability types and update tags
- Updated AbilityTypeDrawer to replace "Dive" with "DownDash" in the movement abilities section.
- Modified GMToolWindow to reflect the change from "Dive" to "DownDash" in the ability list.
- Changed AbilityType enum to rename "Dive" to "DownDash" with updated description.
- Adjusted AllMovement mask in AbilityType to include "DownDash" instead of "Dive".
- Corrected tag from "OneWayPlatforms" to "OneWayPlatform" in TagManager settings.
2026-05-21 22:37:38 +08:00
joywayer 2d6a2c5bc2 优化 WallSlideState 切换逻辑,增加对 WallCling 能力的检查以提升角色在墙壁附近的交互体验 2026-05-21 21:16:13 +08:00
joywayer d38505fd31 添加翻转视觉朝向的方法以支持蹬墙跳时的即时转向,并在切换到 WallSlideState 时确保正确刷新抓墙高度 2026-05-21 20:57:03 +08:00
joywayer cb68ad6a2f 优化玩家物理移动逻辑,启用连续碰撞检测以防止角色穿墙,并调整平台速度叠加规则以提升物理交互效果 2026-05-21 20:49:50 +08:00
joywayer acc5471c47 优化移动平台的乘客接触逻辑,添加物理碰撞体以判断乘客接触方向,并实现零摩擦材质以防止角色被侧面托住 2026-05-21 20:31:24 +08:00
joywayer 8ccfa22a0e 优化移动平台与玩家的交互逻辑,采用速度双缓冲方案以提升运动平滑度和代码清晰度 2026-05-21 19:27:36 +08:00
joywayer 39483c4460 优化移动平台与乘客的速度处理逻辑,改用位移累积方案以提升运动平滑度和代码清晰度 2026-05-21 19:08:18 +08:00
joywayer c7c8171b8a 优化移动平台与乘客的速度继承逻辑,改用双缓冲方案以提升平滑度和兼容性 2026-05-21 18:59:22 +08:00
joywayer 247a218182 实现移动平台乘客接口,优化乘客跟随逻辑 2026-05-21 17:09:06 +08:00
joywayer fcd3e2dcdd PlayerMovementConfigSO.cs
新增 WallHangSpeed = 1f:正常抓墙(低于等于 wallGrabY,可蹬墙跳区间)的缓慢下滑速度
WallSlideSpeed 语义调整为:受限模式(高于 wallGrabY)的较快下滑速度
PlayerMovement.cs

ApplyWallSlide() 改为 ApplyWallSlide(float speed),由调用方传入对应速度
WallSlideState.cs

OnStateFixedUpdate:正常模式用 WallHangSpeed,受限模式用 WallSlideSpeed(两档清晰分离)
恢复反方向键脱离:脱离时同样调用 StartWallCoyote,wall coyote 窗口内仍能触发蹬墙跳
更新类头注释完整描述脱离方式和下滑速度档位Two wall slide improvements:
2026-05-21 15:58:46 +08:00
joywayer 20b207ed58 单向平台 2026-05-21 11:53:54 +08:00
joywayer 67e2d3a8ff 单向平台 2026-05-21 11:44:01 +08:00
joywayer 94113a9c1b 修改优化layer 2026-05-21 11:25:39 +08:00
joywayer d09bc95c3f Refactor event channels and update layer specifications
- Removed StatusEffectEventChannelSO and its associated meta file.
- Updated CreateEventChannelAssets to handle new shield-related events.
- Added CharmModule for managing charm assets in the DataHub.
- Introduced CharmEventChannelSO for charm equipped/unequipped events.
- Changed layer references from "Ground" to "Platform" in various scripts.
- Updated documentation to reflect changes in layer specifications.
- Created new event assets for ShieldBroken, ShieldRestored, StatusEffectApplied, and StatusEffectExpired.
2026-05-21 11:08:14 +08:00
joywayer 280c7b22f5 PlacePlayer 2026-05-21 09:36:09 +08:00
joywayer 7a51c43f04 feat: 删除旧的技能资产 ABL_Boss_New,添加新的技能资产 ABL_Boss_Chaofeng 2026-05-21 08:31:41 +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 f096105caf 编辑器扩展优化 2026-05-20 19:55:11 +08:00
joywayer d9bda9daa5 feat: 增强场景工具,添加检查点服务和主摄像机音频监听器引用,优化事件处理逻辑 2026-05-20 18:52:57 +08:00
joywayer 28c1059fe2 feat: 优化存档管理和工具槽管理,改进数据类型转换,增强代码可读性 2026-05-20 18:22:24 +08:00
joywayer bc7063fb95 feat: 优化存档管理,添加异步加载槽位摘要功能,减少主菜单等待时间 2026-05-20 18:18:30 +08:00
joywayer e50cf57321 feat: 增强存档管理,优化异步存档逻辑,添加错误处理机制 2026-05-20 16:52:22 +08:00
joywayer 04aec4cc8e feat: 优化存档管理,增强链状态获取逻辑,添加 ISaveable 接口支持 2026-05-20 16:37:32 +08:00
joywayer acb36d750f feat: 更新存档管理,添加异步存档槽管理功能,优化存档验证逻辑 2026-05-20 16:18:35 +08:00
joywayer 8c66640a6d feat: 增强存档管理和成就系统,添加事件通知以支持凹槽成就的动态更新 2026-05-20 16:03:10 +08:00
joywayer c50f8a6cf7 存档完善和修复 2026-05-20 15:45:11 +08:00
joywayer 8ae2de5bcb 存档完善和修复 2026-05-20 15:26:51 +08:00
joywayer ec633d9b79 存档完善和修复 2026-05-20 15:10:35 +08:00
joywayerandCopilot 84528403ec chore: add asset-standards instructions for auto-enforcement
Auto-attaches to all Assets/_Game/** file operations.
Contains: prefix table, directory rules, Addressables group/label
mapping, required editor tools, and hard rules.
References full specs in Docs/Standards/ for detail.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-20 13:38:27 +08:00
joywayerandCopilot b5c852f5e4 docs: audit and fix standards docs inconsistencies (v1.2)
AssetFolderSpec.md:
- §8.1: Enemies_{Region} → Enemies (match AddressableRules.cs single group)
- §8.4: fix old menu paths (Tools/Verification → Addressables)
- §10.3: fix Skill SO path (Data/Player/Skills → Data/Progression/Skills)
- §10.4: Charm workflow — remove 'bypass editor tools' recommendation
- §3.2: add SPL_ prefix for SpellSO
- Bump to v1.2

AddressablesLabelSpec.md:
- §6 step 7: fix old Verification menu path
- §7.2/7.3/7.4: unify menu notation (→ to /) and fix old Tools/Verification paths
- Bump to v1.2

AddressKeys.cs:
- Remove duplicate <summary> XML doc comment in Labels class

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-20 13:32:26 +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
joywayerandCopilot 442d4c9cfc docs: improve AssetFolderSpec and AddressablesLabelSpec standards
- AssetFolderSpec.md:
  - Add §12 Editor Tools Reference with all creation/scene/Addressables tools
  - Expand §10 workflows: add Weapon, Skill, Charm, Player Form, VFX (with editor tool refs)
  - Update §10.1 Enemy workflow to reference EnemyDataWindow
  - Update §11 forbidden list to include bypassing editor creation tools
  - Add §13 TOC entry
- AddressablesLabelSpec.md:
  - Bump version to 1.1
  - Reference AddressableRules.cs in header
  - Add §7 Tooling & Automation (Rule Sync workflow, batch workflow, tool table)
  - Update §6 new-label steps to include AddressableRules.cs update step

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-20 11:31:21 +08:00
joywayerandCopilot c88d2d0549 feat: Addressables rules/sync tools, UI fixes, AddressKeys update
- Add AddressableRules.cs: single source of truth for prefix->group and prefix->label rules
- Add AddressableRuleSyncWindow.cs: scan/fix/export-CSV tool (BaseGames > Addressables > Rule Sync)
- AddressableBatchTool.cs: delegate DeriveGroupName to AddressableRules, remove duplicate PrefixGroupMap
- AddressKeys.cs: add Labels constants (Preload, Poolable, Enemy, BGM, SFX, Charms, Config, Weapon)
- Docs/Standards/AddressablesLabelSpec.md: new label naming & assignment spec
- Docs/Standards/AssetFolderSpec.md: update Addressables group strategy section
- SplashScreenController.cs: fix MainMenu loading flow
- BootFlowSetupWizard.cs / SceneScaffoldTools.cs: scene scaffold fixes
- PlayerInputActions: set UI/Point to Pass-Through type
- Persistent.unity: add BootSequencer to auto-load MainMenu on play
- EditorBuildSettings.asset: register scenes for build

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-20 11:10:31 +08:00
joywayer 5fd981f5b9 完整启动流程 2026-05-19 23:20:44 +08:00
joywayer d0a1112737 调整TagManager,重新导入素材 2026-05-19 19:59:52 +08:00
joywayer ccdfc1a1b5 优化linkedoor默认参数 2026-05-19 18:03:25 +08:00
joywayer 923d764435 优化编辑器显示 2026-05-19 16:21:27 +08:00
joywayer 83bc595fcc 优化编辑器显示 2026-05-19 16:18:45 +08:00
joywayer 3f10aa07ae 复制凤仙山场景 2026-05-19 16:06:22 +08:00
joywayer aac24d825f 调整linkdoor 2026-05-19 16:04:40 +08:00
joywayer 0559d2cd36 linkdoor 2026-05-19 15:30:27 +08:00
joywayer ee0f659c97 feat: 添加场景过渡类型支持,优化场景加载逻辑 2026-05-19 15:18:13 +08:00
joywayer be96b326de 不在触发区域时的相机逻辑 2026-05-19 14:30:26 +08:00
joywayer 750baeb219 转身 2026-05-19 13:54:52 +08:00
joywayer 15df36659a 抓墙 2026-05-19 13:38:39 +08:00
joywayer f1fc356d99 Merge branch 'agents/wall-jump-logic-optimization'
# Conflicts:
#	Assets/_Game/Scripts/Player/PlayerMovement.cs
#	Assets/_Game/Scripts/Player/States/IdleState.cs
#	Assets/_Game/Scripts/Player/States/RunState.cs
#	Assets/_Game/Scripts/Player/States/WallJumpState.cs
#	Assets/_Game/Scripts/Player/States/WallSlideState.cs
2026-05-19 13:03:04 +08:00
joywayerandCopilot 2a6a0b1861 feat: 实现抓墙高度记忆、背墙跳/对墙跳、蹬墙后自动抓墙
- PlayerController: 添加 wallGrabY/wallGrabDir/isPostWallJump 字段及 API
- WallSlideState: 高度限制(超限强制下滑不可蹬跳)+ 静止悬挂 + 反向键释放
- WallJumpState: 区分背墙跳(WallJumpAwayForce)/对墙跳(WallJumpBackForce)
  蹬墙后标记 PostWallJump 允许空中自动抓墙;恢复空中冲刺次数
- FallState/JumpState: 新增抓墙入口(朝向按键 OR PostWallJump 自动抓墙)
- PlayerMovement.WallJump: 增加 jumpAway 参数区分两种跳跃力
- IdleState/RunState: 落地时重置抓墙记录和蹬墙跳标记

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-19 12:12:24 +08:00
joywayer 2dcb7a961a 角色能力,存档 2026-05-19 11:50:21 +08:00
joywayer d25f237e76 摄像机区域的优化 2026-05-17 07:56:12 +08:00
joywayer f264329751 摄像机区域的架构改动 2026-05-15 14:47:24 +08:00
joywayer 1b37297585 多轮审查评估 2026-05-13 09:19:54 +08:00
joywayer 458f344e83 修复编译错误 2026-05-12 21:50:49 +08:00
7051 changed files with 3310033 additions and 921184 deletions
+6
View File
@@ -0,0 +1,6 @@
{
"enabledPlugins": {
"superpowers@claude-plugins-official": true,
"ralph-loop@claude-plugins-official": true
}
}
+21
View File
@@ -0,0 +1,21 @@
{
"permissions": {
"allow": [
"Read(*)",
"Write(*)",
"Bash(*)",
"mcp__unity__unity_*",
"PowerShell(Get-Command *)",
"PowerShell(*)",
"WebSearch"
],
"dangerouslySkipPermissions": true
},
"enableAllProjectMcpServers": true,
"enabledMcpjsonServers": [
"unity"
],
"skillOverrides": {
"deveco-cli": "off"
}
}
Submodule .claude/skills/planning-with-files added at 5f37e662b0
@@ -0,0 +1,126 @@
---
description: "Use when creating, moving, renaming, or placing any Unity game assets, ScriptableObjects, Prefabs, scenes, art, audio, or scripts under Assets/_Game/. Also use when writing Addressables group/label assignments or AddressKeys.cs constants. Enforces Docs/Standards/AssetFolderSpec.md and Docs/Standards/AddressablesLabelSpec.md."
applyTo: "Assets/_Game/**"
---
# Asset Standards Enforcement
Full specifications:
- Naming, directories, Addressables: `Docs/Standards/AssetFolderSpec.md`
- Addressable labels & groups: `Docs/Standards/AddressablesLabelSpec.md`
When in doubt, **READ THE SPEC FILE** before deciding a path or name.
---
## Asset Naming Prefix Table
| Prefix | System | Example |
|--------|--------|---------|
| `PLY_` | Player | `PLY_Player.prefab`, `PLY_Player01.mat` |
| `ENM_` | Enemy | `ENM_GruntWarrior.prefab`, `ENM_E001_Stats.asset` |
| `WPN_` | Weapon | `WPN_SkyBlade.prefab`, `WPN_SkyBlade_Data.asset` |
| `SKL_` | Skill | `SKL_DashSlash_Data.asset` |
| `SPL_` | Spell | `SPL_Fireball.asset` |
| `CHM_` | Charm | `CHM_IronSkin.asset` |
| `PROJ_` | Projectile | `PROJ_Arrow.prefab` |
| `VFX_` | VFX | `VFX_HitSpark.prefab` |
| `COL_` | Collectible | `COL_HPOrb.prefab` |
| `UI_` | UI Prefab | `UI_HUD.prefab` |
| `SYS_` | Persistent Manager | `SYS_GameManager.prefab` |
| `ENV_` | Environment Structure | `ENV_Tilemap_Ground.prefab` |
| `WLD_` | World Object | `WLD_Chest.prefab` |
| `EVT_` | Event Channel SO | `EVT_PlayerDied.asset` |
| `CMB_` | Combat SO | `CMB_DamageSource_Sword.asset` |
| `MAP_` | Map data | `MAP_RoomData_Forest_01.asset` |
| `AUD_BGM_` | BGM audio | `AUD_BGM_Forest.asset` |
| `AUD_SFX_` | SFX audio | `AUD_SFX_HitImpact.asset` |
| `ABL_` | Ability | `ABL_DoubleJump.asset` |
| `SET_` | Settings | `SET_GlobalSettings.asset` |
---
## Key Directory Rules
| Asset Type | Must Go In |
|-----------|-----------|
| Sprite / Texture | `_Game/Art/Characters/…`, `_Game/Art/Effects/…`, `_Game/Art/UI/…` |
| AnimationClip / Controller | Same `…/{ID}/Animations/` folder as sprites |
| Material `.mat` | Same `…/{ID}/Materials/` folder as sprites |
| Sprite Atlas | `…/{ID}/Atlases/` subfolder beside its sprites |
| ScriptableObject `.asset` | `_Game/Data/{module}/` (never inside `Prefabs/` or `Art/`) |
| Event Channel SO | `_Game/Data/Events/{module}/` |
| Prefab (player/enemy/vfx/etc.) | `_Game/Prefabs/{category}/` |
| Scene | `_Game/Scenes/` (test scenes → `Scenes/Testings/`) |
| Shader Graph | `_Game/Shaders/BaseASE/{category}/` |
| HLSL include | `_Game/Shaders/Includes/` |
| UXML / USS | `_Game/UI Toolkit/Layouts/` or `Styles/` |
| Skill SO | `_Game/Data/Progression/Skills/` |
| Weapon SO | `_Game/Data/Combat/Weapons/` |
| Charm SO | `_Game/Data/Progression/Charms/` |
| Config SO (dynamic) | `_Game/Data/Settings/` or `_Game/Data/{module}/` |
---
## Addressables Group Assignment
| Address Prefix | Group |
|---------------|-------|
| `Scene_` | `Scenes` |
| `PLY_`, `WPN_` | `Player` |
| `ENM_` | `Enemies` |
| `PROJ_` | `Projectiles` |
| `VFX_` | `VFX_Common` |
| `UI_` | `UI` |
| `COL_` | `Collectibles` |
| `CHM_`, `Config/` | `Config` |
| `AUD_` | `Audio_Music` |
| `Room_{Region}_*` | `Room_{Region}` (dynamic) |
| `Boss_{Name}` | `Boss_{Name}` (dynamic) |
## Addressables Label Assignment
| Address Prefix | Labels |
|---------------|--------|
| `PLY_` | `Preload` |
| `WPN_` | `Weapon`, `Preload` |
| `ENM_` | `Enemy` |
| `PROJ_` | `Poolable`, `Preload` |
| `VFX_` | `Poolable`, `Preload` |
| `COL_` | `Poolable`, `Preload` |
| `CHM_` | `Charms` |
| `Config/` | `Config` |
| `AUD_BGM_` | `BGM` |
| `AUD_SFX_` | `SFX` |
| `Scene_MainMenu` | `Preload` (exact override) |
| `UI_FloatingDamageText` | `Poolable`, `Preload` (exact override) |
---
## Required: Use Editor Tools
Never create assets manually in Project window. Always use the editor tools:
| Asset to Create | Tool | Menu Path |
|----------------|------|-----------|
| Enemy SO | Enemy Data Manager | `BaseGames/Data/Enemy Data Manager` |
| Weapon SO | Weapon Editor | `BaseGames/Data/Weapon Editor` |
| Weapon HitBox Prefab | Weapon HitBox Wizard | `BaseGames/Create/Weapon HitBox Prefab` |
| Skill SO | Skill Editor | `BaseGames/Data/Skill Editor` |
| Skill HitBox Prefab | Skill HitBox Wizard | `BaseGames/Create/Skill HitBox Prefab` |
| Player Form SO | Character Wizard | `BaseGames/Data/Character Wizard` |
| Boss skill data | Boss Skill Sequence | `BaseGames/Data/Boss Skill Sequence` |
| Addressables group/label sync | Rule Sync | `BaseGames/Addressables/Rule Sync` |
| Addressables batch register | Addressable Batch Tool | `BaseGames/Addressables/Addressable Batch Tool` |
| Validate address keys | Validate Address Keys | `BaseGames/Addressables/Validate Address Keys` |
---
## Hard Rules
- All `Address` constants → `AddressKeys.cs`. Never hardcode strings in code.
- All asset loading → `AssetLoader.LoadAsync<T>(AddressKeys.Xxx)`. Never call `Addressables.LoadAssetAsync` or `Resources.Load` directly.
- `EVT_*.asset` event channels are **never** registered as Addressables (use Inspector references).
- Sub-Prefabs (HitBox, HurtBox, bones) are **never** registered as Addressables.
- Test scenes in `Scenes/Testings/` are **never** registered as Addressables.
- All first-party assets must be under `Assets/_Game/`. Never place custom assets in third-party plugin folders.
@@ -0,0 +1,40 @@
---
name: no-game-references
description: '编写或修改 C# 代码时加载此规则:确保命名、注释、Tooltip、Header 中不出现其他游戏的专有名称(如 HK / Hollow Knight / Silksong / Ori 等)或明确引用。触发场景:新建 .cs 文件、修改已有 .cs 文件、Code Review .cs 代码是否合规。'
---
# 代码命名与注释:禁止引用其他游戏
## 规则
在编写或修改任何 C# 代码时,**命名(变量名、方法名、类名)、注释(`//``///`)、`[Tooltip]``[Header]` 字段标签** 中均不得出现以下内容:
- 其他游戏的**专有名称**(如:空洞骑士、丝之歌、奥日,以及对应英文 Hollow Knight、HK、Silksong、Ori 等)
- 其他游戏中的**专属机制/道具名称**(如:Mothwing Cloak、Monarch Wings、暗影披风 等)
- "对齐 XX 游戏"、"仿 XX 风格"、"参考 XX"、"类比 XX"等措辞中明确出现游戏名
## 正确做法:描述功能特点
若某设计参考了其他游戏的机制,**只描述该机制的功能特点**,不写出游戏名。
| ❌ 禁止 | ✅ 替换为 |
|---|---|
| `// 对齐空洞骑士手感` | `// 下落比上升更快,手感紧实` |
| `[Header("跳跃(对齐空洞骑士手感)")]` | `[Header("跳跃")]` |
| `[Tooltip("HK ~0.12s")]` | `[Tooltip("推荐 0.12s")]` |
| `// 类比 HK Monarch Wings,随时可二段跳` | `// 上升阶段即可触发二段跳` |
| `// 仿丝之歌风格 Lookahead` | `// 速度自适应 Lookahead:速度越快,预测距离越大` |
| `/// 模拟空洞骑士的标志性相机手感` | `/// 实现下落快、起跳缓的非对称相机追随手感` |
| `// 对齐 HK:碰到实体墙不会压墙卡住` | `// 碰到实体墙立即中止,避免压墙卡住` |
| `private void ApplyHKComposerDefaults(...)` | `private void ApplyComposerDefaults(...)` |
| `[Tooltip("对齐空洞骑士 = 1 格血")]` | `[Tooltip("建议设为 1,确保任意触碰即扣一格血量")]` |
## 允许保留的通用术语
以下术语为业界通用设计词汇,**不视为游戏专名**,可正常使用:
- `Pogo` / `pogo`(踩踏弹跳,通用机制术语)
- `Charm`(可收集护符,本项目自有道具类型)
- `platformer``横版平台游戏`(泛指游戏类型)
- `Metroidvania`(泛指游戏类型)
- `手感``风格`(描述本项目自身功能的通用词)
+3
View File
@@ -33,6 +33,9 @@ sysinfo.txt
.DS_Store .DS_Store
Thumbs.db Thumbs.db
# Local tooling (cloned MCP server, not part of the Unity project)
Tools/unity-mcp-server/
# VS Code local settings # VS Code local settings
.vscode/* .vscode/*
!.vscode/extensions.json !.vscode/extensions.json
+15
View File
@@ -0,0 +1,15 @@
{
"mcpServers": {
"unity": {
"type": "stdio",
"command": "node",
"args": [
"Tools/unity-mcp-server/src/index.js"
],
"env": {
"UNITY_HUB_PATH": "C:\\Program Files\\Unity Hub\\Unity Hub.exe",
"UNITY_BRIDGE_PORT": "7890"
}
}
}
}
+6
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@@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
@@ -15,7 +15,7 @@ MonoBehaviour:
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m_currentHash: m_currentHash:
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Hash: 00000000000000000000000000000000 Hash: a9d2a5cf9a19a7d6d33bd5b6dde1a117
m_OptimizeCatalogSize: 0 m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0 m_BuildRemoteCatalog: 0
m_BundleLocalCatalog: 0 m_BundleLocalCatalog: 0
@@ -38,13 +38,16 @@ MonoBehaviour:
m_Id: m_Id:
m_RemoteCatalogLoadPath: m_RemoteCatalogLoadPath:
m_Id: m_Id:
m_ContentStateBuildPathProfileVariableName: m_ContentStateBuildPathProfileVariableName: <default settings path>
m_CustomContentStateBuildPath: m_CustomContentStateBuildPath:
m_ContentStateBuildPath: m_ContentStateBuildPath:
m_BuildAddressablesWithPlayerBuild: 0 m_BuildAddressablesWithPlayerBuild: 0
m_overridePlayerVersion: '[UnityEditor.PlayerSettings.bundleVersion]' m_overridePlayerVersion: '[UnityEditor.PlayerSettings.bundleVersion]'
m_GroupAssets: m_GroupAssets:
- {fileID: 11400000, guid: cb30dc04fbca5dd468da2ae5dae42b5d, type: 2}
- {fileID: 11400000, guid: c22627c324f1c25498607e9b6e157457, type: 2} - {fileID: 11400000, guid: c22627c324f1c25498607e9b6e157457, type: 2}
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- {fileID: 11400000, guid: 0123a97ef69d06c429118db4ea81ab47, type: 2} - {fileID: 11400000, guid: 0123a97ef69d06c429118db4ea81ab47, type: 2}
m_BuildSettings: m_BuildSettings:
m_CompileScriptsInVirtualMode: 0 m_CompileScriptsInVirtualMode: 0
@@ -87,6 +90,14 @@ MonoBehaviour:
m_LabelTable: m_LabelTable:
m_LabelNames: m_LabelNames:
- default - default
- Preload
- Poolable
- Enemy
- BGM
- SFX
- Charms
- Config
- Weapon
m_SchemaTemplates: [] m_SchemaTemplates: []
m_GroupTemplateObjects: m_GroupTemplateObjects:
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@@ -16,7 +16,32 @@ MonoBehaviour:
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m_SerializedData: [] m_SerializedData: []
m_GUID: 9ce5c865a2d3a0840aabdd8ccb3fd4b1 m_GUID: 9ce5c865a2d3a0840aabdd8ccb3fd4b1
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m_Address: SaveSecurityConfig
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
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m_Address: Localization/ChineseSimplified/UI
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
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m_Address: Localization/Japanese/UI
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: b2c33f73665e4b149acab3559ee26bca
m_Address: Localization/English/UI
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: df65e76e977a65640a33c3b4a4321155
m_Address: Localization/Korean/UI
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
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