using System;
using System.Collections;
using UnityEngine;
namespace BaseGames.Enemies
{
///
/// 敌人移动组件(架构 07_EnemyModule §3)。
/// 实现:水平移动、面向目标、击退,以及导航连接段穿越()。
///
/// 作为 处理 Jump / Fall 两种 NavLink 类型:
/// - 跳跃连接(Jump):调用 施加物理冲量,等待落地后通知完成
/// - 下落连接(Fall) :水平对准目标X,让重力自然下坠,到达目标Y附近通知完成
/// 没有 EnemyMovement 组件(或 Jump 能力被移除)的敌人将无法通过跳跃连接,
/// 路径代价保持 TransformBasedMovement 兜底(仍可跳,但无自定义动画/物理)。
///
/// ⚠️ 使用 Rigidbody2D.velocity(Unity 2022 LTS)。
///
[RequireComponent(typeof(Rigidbody2D))]
public class EnemyMovement : MonoBehaviour, INavLinkHandler
{
[SerializeField] private EnemyStatsSO _config;
[SerializeField] private SpriteRenderer _spriteRenderer;
[Header("导航跳跃能力(INavLinkHandler)")]
[Tooltip("可处理的最大跳跃垂直高度(超出则让 TBM 兜底)")]
[SerializeField] private float _navJumpMaxHeight = 6f;
[Tooltip("可处理的最大跳跃水平距离")]
[SerializeField] private float _navJumpMaxDist = 10f;
[Tooltip("地面检测射线长度(用于判断跳跃是否落地)")]
[SerializeField] private float _groundCheckDist = 0.35f;
[Tooltip("地面层 LayerMask")]
[SerializeField] private LayerMask _groundMask;
private Rigidbody2D _rb;
private int _facingDir = 1;
private Coroutine _linkCoroutine;
public bool IsGrounded { get; private set; }
/// 当前朝向:1 = 右,-1 = 左。
public int FacingDirection => _facingDir;
// ── INavLinkHandler ────────────────────────────────────────────
private static readonly NavLinkType[] _handledTypes =
new[] { NavLinkType.Jump, NavLinkType.Fall };
public NavLinkType[] HandledLinkTypes => _handledTypes;
public bool CanHandleLink(NavLinkType type, Vector2 linkStart, Vector2 linkEnd)
{
if (type == NavLinkType.Jump)
{
float dy = Mathf.Abs(linkEnd.y - linkStart.y);
float dx = Mathf.Abs(linkEnd.x - linkStart.x);
return dy <= _navJumpMaxHeight && dx <= _navJumpMaxDist;
}
return true; // Fall 总是可以处理
}
public void BeginLinkTraversal(NavLinkType type, Vector2 linkStart, Vector2 linkEnd, Action onComplete)
{
if (_linkCoroutine != null) StopCoroutine(_linkCoroutine);
_linkCoroutine = type == NavLinkType.Jump
? StartCoroutine(JumpLinkCoroutine(linkStart, linkEnd, onComplete))
: StartCoroutine(FallLinkCoroutine(linkStart, linkEnd, onComplete));
}
public void AbortLinkTraversal()
{
if (_linkCoroutine != null) { StopCoroutine(_linkCoroutine); _linkCoroutine = null; }
StopHorizontal();
}
private IEnumerator JumpLinkCoroutine(Vector2 start, Vector2 end, Action onComplete)
{
JumpToTarget(end);
yield return null; // 等一帧让 velocity 生效
// 等待离地后落地(超时 3s 防死锁)
float timer = 0f;
bool leftGround = false;
while (timer < 3f)
{
timer += Time.fixedDeltaTime;
yield return new WaitForFixedUpdate();
if (!leftGround && !IsGroundedCheck()) { leftGround = true; }
if (leftGround && IsGroundedCheck()) break;
}
StopHorizontal();
_linkCoroutine = null;
onComplete?.Invoke();
}
private IEnumerator FallLinkCoroutine(Vector2 start, Vector2 end, Action onComplete)
{
// 水平对准目标
float dx = end.x - (float)transform.position.x;
if (Mathf.Abs(dx) > 0.15f) MoveHorizontal(Mathf.Sign(dx));
// 等待接近目标Y(重力驱动下落)
float timer = 0f;
while (timer < 3f)
{
timer += Time.fixedDeltaTime;
yield return new WaitForFixedUpdate();
if (IsGroundedCheck() && Mathf.Abs(_rb.position.y - end.y) < 0.6f) break;
}
StopHorizontal();
_linkCoroutine = null;
onComplete?.Invoke();
}
private bool IsGroundedCheck() =>
Physics2D.Raycast(_rb.position, Vector2.down, _groundCheckDist, _groundMask);
private void Awake()
{
Debug.Assert(_config != null, "[EnemyMovement] _config 未赋值,请在 Prefab Inspector 中指定 EnemyStatsSO。", this);
_rb = GetComponent();
}
private void FixedUpdate()
{
IsGrounded = IsGroundedCheck();
}
/// 按 SO 配置速度水平移动。dir: +1 右 / -1 左 / 0 停止。
public void MoveHorizontal(float dir)
{
var vel = _rb.velocity;
vel.x = dir * _config.WalkSpeed;
_rb.velocity = vel;
UpdateFacing(dir);
}
/// 显式指定速度(BD 追击任务调用)。
public void MoveWithSpeed(float dir, float speed)
{
var vel = _rb.velocity;
vel.x = dir * speed;
_rb.velocity = vel;
UpdateFacing(dir);
}
public void FaceTarget(Vector2 targetPos)
{
float dir = targetPos.x < transform.position.x ? -1f : 1f;
UpdateFacing(dir);
}
public void ApplyKnockback(Vector2 dir, float force)
{
_rb.velocity = dir.normalized * force;
}
///
/// 击飞冲量:向上 + 沿受击反方向水平。
/// sourceDir 为伤害来源朝向(通常是 DamageInfo.KnockbackDirection),横向取其反方向。
///
/// 来袭方向(已归一化)
/// 水平冲量大小
/// 纵向冲量大小
public void LaunchKnockup(Vector2 sourceDir, float horzForce, float upForce)
{
if (_rb == null) return;
float horzSign = sourceDir.x >= 0f ? -1f : 1f; // 反方向弹飞
_rb.velocity = new Vector2(horzSign * horzForce, upForce);
}
public void StopHorizontal()
{
var vel = _rb.velocity;
vel.x = 0f;
_rb.velocity = vel;
}
///
/// 向目标位置抖跃(抛物线累加填充)。
/// 计算初速使尔子到达目标,用 Impulse 施加力。
///
public void JumpToTarget(Vector2 target)
{
if (_rb == null) return;
Vector2 delta = target - (Vector2)transform.position;
float gravMag = Mathf.Abs(Physics2D.gravity.y * _rb.gravityScale);
float timeAloft = Mathf.Max(0.1f, delta.x != 0f
? Mathf.Abs(delta.x) / _config.RunSpeed
: 0.5f);
float vy = (delta.y - 0.5f * (-gravMag) * timeAloft * timeAloft) / timeAloft;
float vx = delta.x / timeAloft;
_rb.velocity = new Vector2(vx, vy);
UpdateFacing(vx);
}
private void UpdateFacing(float dir)
{
if (Mathf.Approximately(dir, 0f)) return;
int newDir = dir > 0f ? 1 : -1;
if (newDir == _facingDir) return;
_facingDir = newDir;
if (_spriteRenderer != null)
{
_spriteRenderer.flipX = newDir < 0;
}
else
{
// SpriteRenderer 未绑定时通过 localScale 翻转朝向
Vector3 s = transform.localScale;
transform.localScale = new Vector3(Mathf.Abs(s.x) * newDir, s.y, s.z);
}
}
private void OnDrawGizmos()
{
#if UNITY_EDITOR
// ── 1. 敌人物理轮廓(珊瑚红,区别于玩家绿色)────────────────
Gizmos.color = new Color(1f, 0.45f, 0.35f, 0.65f);
foreach (var col in GetComponents())
{
if (col.isTrigger) continue;
BaseGames.Combat.HitBox.DrawCollider2DWire(col);
}
// ── 2. 朝向箭头(橙色)──────────────────────────────────────
Vector3 center = transform.position;
DrawArrow2D(center, center + new Vector3(_facingDir * 0.5f, 0f, 0f),
new Color(1f, 0.6f, 0.1f, 0.9f));
#endif
}
private void OnDrawGizmosSelected()
{
#if UNITY_EDITOR
// 运行时:青色箭头显示速度向量(选中时)
if (!Application.isPlaying || _rb == null) return;
Vector2 vel = _rb.velocity;
if (vel.sqrMagnitude < 0.01f) return;
DrawArrow2D(transform.position, transform.position + (Vector3)(vel * 0.12f),
new Color(0.2f, 0.9f, 1f, 0.9f), 0.1f);
#endif
}
// 在 Gizmos 空间绘制带箭头的 2D 有向线段
private static void DrawArrow2D(Vector3 from, Vector3 to, Color color, float headLen = 0.15f)
{
Vector3 dir = to - from;
if (dir.sqrMagnitude < 0.0001f) return;
dir = dir.normalized;
Gizmos.color = color;
Gizmos.DrawLine(from, to);
float cos = 0.8192f, sin = 0.5736f; // cos/sin 35°
float bx = -dir.x, by = -dir.y;
Vector3 wing1 = new Vector3(bx * cos - by * sin, bx * sin + by * cos, 0f) * headLen;
Vector3 wing2 = new Vector3(bx * cos + by * sin, -bx * sin + by * cos, 0f) * headLen;
Gizmos.DrawLine(to, to + wing1);
Gizmos.DrawLine(to, to + wing2);
}
}
}