using UnityEngine;
using BaseGames.Combat;
namespace BaseGames.Enemies
{
///
/// 飞行敌人基类。
///
/// 导航由 实现(IPathAgent),
/// AI 行为逻辑由挂载的 Behavior Designer 树驱动。
/// 本类仅负责:
///
/// - Rigidbody2D 无重力初始化
/// - 接触伤害(OnTriggerStay2D)
/// - StopMovement / MoveInDirection 的 Rigidbody2D 快速移动重写
///
///
public class FlyingEnemy : EnemyBase
{
[Header("飞行移动(快速覆盖速度)")]
[SerializeField] private float _moveSpeed = 3f;
[Header("接触伤害")]
[SerializeField] private DamageSourceSO _contactDamageSource;
private Rigidbody2D _rb;
protected override void Awake()
{
base.Awake();
_rb = GetComponent();
if (_rb != null)
{
_rb.gravityScale = 0f;
_rb.constraints = RigidbodyConstraints2D.FreezeRotation;
}
}
public override void StopMovement()
{
if (_rb != null) _rb.velocity = Vector2.zero;
}
public override void MoveInDirection(float dir)
{
if (_rb != null) _rb.velocity = new Vector2(dir * _moveSpeed, 0f);
}
private void OnTriggerStay2D(Collider2D other)
{
if (_contactDamageSource == null) return;
if (CurrentState == EnemyStateType.Dead) return;
if (_rb == null) return;
var hurtBox = other.GetComponent();
if (hurtBox == null) return;
Vector2 knockDir = ((Vector2)other.bounds.center - _rb.position).normalized;
var info = DamageInfo.From(
_contactDamageSource,
knockDir,
transform.position,
gameObject.layer);
hurtBox.ReceiveDamage(info);
}
}
}