using System;
using UnityEngine;
namespace BaseGames.Enemies
{
///
/// 受击分级配置(KnockUp 击飞门槛 & 飞行参数)。
/// 挂载在 EnemyStatsSO.HitTiers 中。
///
[Serializable]
public struct HitTierConfig
{
[Tooltip("击飞(KnockUp)触发伤害阈值;需同时设置 DamageFlags.Launch;0 = 仅依赖 Launch 标志")]
[Min(0)] public int launchThreshold;
[Tooltip("击飞纵向冲量")]
[Min(0f)] public float launchUpForce;
[Tooltip("击飞横向冲量(沿受击反方向)")]
[Min(0f)] public float launchHorzForce;
[Tooltip("无 KnockUp 动画时的状态持续时长(s)")]
[Min(0f)] public float knockUpDuration;
}
///
/// 敌人属性配置 SO(架构 07_EnemyModule §2)。
///
[CreateAssetMenu(menuName = "BaseGames/Enemies/EnemyStats")]
public class EnemyStatsSO : ScriptableObject
{
[Header("生命")]
[Min(1)] public int MaxHP = 50;
[Header("防御")]
[Min(0)] public int Defense = 0;
[Header("移动")]
[Min(0f)] public float WalkSpeed = 2f;
[Min(0f)] public float RunSpeed = 4f;
[Header("战斗")]
[Min(0f)] public float AttackCooldown = 1f;
[Header("攻击选招策略")]
[Tooltip("到攻击范围内如何从多个候选招里选一个")]
public BaseGames.Enemies.Abilities.AttackSelectionMode attackSelectionMode
= BaseGames.Enemies.Abilities.AttackSelectionMode.WeightedRandom;
[Tooltip("WeightedRandomAntiRepeat 模式下,上一次选中的招的权重折扣系数。" +
"0 = 有替代招时绝不连续重复;1 = 不惩罚。仅该模式生效")]
[Range(0f, 1f)] public float attackAntiRepeatFactor
= BaseGames.Enemies.Abilities.EnemyAttackSelector.DefaultAntiRepeatFactor;
[Header("追击 & AI 阶段")]
[Tooltip("是否有警觉状态:勾选=未发现态进入视野先进警觉(朝向+警觉动画)再追击;不勾选=进入追逐感知直接追击")]
public bool HasAlertState = true;
[Tooltip("最大追击距离(m);超出后放弃追击切换搜查阶段")]
[Min(0f)] public float MaxChaseDistance = 15f;
[Tooltip("视线丢失判定超时(s);超过此时长无视线则切换搜查")]
[Min(0f)] public float LoseLinkTimeout = 2f;
[Tooltip("归位到达判定半径(m)")]
[Min(0.01f)] public float HomeRadius = 0.5f;
[Header("受击分级")]
[Tooltip("Stagger / KnockUp 伤害阈值及击飞参数")]
public HitTierConfig HitTiers;
}
}