using System.Collections; using Animancer; using UnityEngine; namespace BaseGames.Enemies.Abilities { /// /// 循环追击 + 体接触伤害能力。 /// 追击期间每帧更新 MoveTo,失去感知后收招退出并恢复巡逻状态。 /// 可复用于任何需要"追击+接触伤害循环"的敌人。 /// public class ContactChaseAbility : EnemyAbilityBase { [Header("动画")] [SerializeField] private ClipTransition _loopClip; [SerializeField] private ClipTransition _endClip; [Header("感知与接触伤害")] [SerializeField] private BodyContactDamage _contactDamage; [Tooltip("用于追击感知判断的传感器槽位名,通常为 \"aggro\"")] [SerializeField] private string _aggroSlotName = "aggro"; protected override IEnumerator ExecuteCoroutine() { Phase = AbilityRunState.Active; if (_loopClip.Clip != null) _animancer.Play(_loopClip); if (_contactDamage != null) _contactDamage.enabled = true; while (true) { if (_enemy.PlayerTransform == null) break; if (_enemy.SensorHub != null && !_enemy.SensorHub.IsDetecting(_aggroSlotName, _enemy.PlayerTransform.gameObject)) break; _enemy.MoveTo(_enemy.PlayerTransform.position); yield return null; } if (_contactDamage != null) _contactDamage.enabled = false; _enemy.StopMovement(); if (_endClip.Clip != null) { _animancer.Play(_endClip); yield return EnemyAbilityWaits.Get(_endClip.Clip.length); } _enemy.SetAiPhase(AiPhase.Patrol); } protected override void OnInterrupted(InterruptReason reason) { if (_contactDamage != null) _contactDamage.enabled = false; } } }