using UnityEngine;
using BaseGames.AI;
namespace BaseGames.Enemies
{
///
/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
///
public sealed class EnemyBrainContext : IAiContext, ISensor, IMover, ICombatant, IActorVitals, IEnemyActor
{
readonly EnemyBase _enemy;
readonly Blackboard _blackboard = new Blackboard();
Vector2 _lastKnown;
float _lostTimer;
public EnemyBrainContext(EnemyBase enemy) { _enemy = enemy; }
// ---- IAiContext ----
public ISensor Sensor => this;
public IMover Mover => this;
public ICombatant Combat => this;
public IActorVitals Vitals => this;
public Blackboard Blackboard => _blackboard;
/// 每帧由 EnemyAiBrain 在 Tick 之前调用,维护最后已知位置与丢失计时(供需要的敌人用)。
public void Refresh(float dt)
{
if (InVisionZone() && _enemy.PlayerTransform != null)
{
_lastKnown = _enemy.PlayerTransform.position;
_lostTimer = 0f;
}
else
{
_lostTimer += dt;
}
}
/// 对象池复用时清空临时态。
public void ResetScratch()
{
_blackboard.Clear();
_lastKnown = _enemy.transform.position;
_lostTimer = 0f;
}
// ---- ISensor ----(纯感知查询,转换由 AI 状态机决定)
public bool InChaseZone() => _enemy.InChaseZone();
public bool InVisionZone() => _enemy.InVisionZone();
public bool SeesPlayer() => _enemy.IsPlayerVisible();
public bool InRange(float range) => _enemy.IsPlayerInRange(range);
public bool LostFor(float seconds) => !InVisionZone() && _lostTimer >= seconds;
public Vector2 LastKnown => _lastKnown;
// ---- IMover ----
public void MoveTo(Vector2 target) => _enemy.MoveTo(target);
public void FacePlayer() => _enemy.FacePlayer();
public void Stop() => _enemy.StopMovement();
public void WalkRandom()
{
var nav = _enemy.Nav;
if (nav != null && !nav.IsMoving) nav.WalkToRandom();
}
public void LookAround() => _enemy.BeginLookAround();
public void UseChaseSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
public void UsePatrolSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.WalkSpeed : 0f);
// ---- ICombatant ----
public bool UseAbility(string abilityId)
{
var a = _enemy.Abilities?.Get(abilityId);
return a != null && a.Execute();
}
public bool IsAbilityRunning(string abilityId = null)
{
var reg = _enemy.Abilities;
if (reg == null) return false;
if (abilityId != null)
{
var a = reg.Get(abilityId);
return a != null && a.IsRunning;
}
var all = reg.All;
for (int i = 0; i < all.Count; i++)
if (all[i].IsRunning) return true;
return false;
}
public bool NoAbilityRunning => !IsAbilityRunning();
public bool CanUseAbility(string abilityId)
{
var a = _enemy.Abilities?.Get(abilityId);
return a != null && a.CanUse;
}
public void InterruptAbilities()
=> _enemy.Abilities?.InterruptAll(Abilities.InterruptReason.ExternalRequest);
// ---- IActorVitals ----
public bool IsAlive => _enemy.IsAlive;
public bool IsControllable => _enemy.CurrentState == EnemyStateType.Controlled;
public float HpPercent
{
get
{
var stats = _enemy.Stats;
return stats != null && stats.MaxHP > 0 ? (float)stats.CurrentHP / stats.MaxHP : 0f;
}
}
public bool HpBelow(float ratio) => HpPercent < ratio;
// ---- IEnemyActor ----
public bool HasAlertState => _enemy.StatsSO != null && _enemy.StatsSO.HasAlertState;
}
}