using System.Collections; using Animancer; using UnityEngine; namespace BaseGames.Enemies.Abilities { /// /// 循环追击 + 体接触伤害能力(纯执行器)。 /// 每帧 MoveTo 追向玩家、开接触伤害;**何时停止由 AI 决策层负责**——AI 在"脱离视野"时 /// 中断本能力(AI decides when to stop, ability implements the chase)。 /// 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("接触伤害")] [SerializeField] private BodyContactDamage _contactDamage; protected override IEnumerator ExecuteCoroutine() { Phase = AbilityRunState.Active; if (_loopClip.Clip != null) _animancer.Play(_loopClip); if (_contactDamage != null) _contactDamage.enabled = true; // 追击直到玩家消失或被 AI 中断(退出追击的决策归 AI,见 EnemyBrainContext.InterruptAbilities)。 // 地面爬行怪用直接水平爬行追击(朝玩家方向),不依赖 A* 寻路。 float runSpeed = _enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f; while (_enemy.PlayerTransform != null) { float dir = _enemy.PlayerTransform.position.x >= _enemy.transform.position.x ? 1f : -1f; _enemy.MoveInDirectionWithSpeed(dir, runSpeed); yield return null; } CleanupChase(); if (_endClip.Clip != null) { _animancer.Play(_endClip); yield return EnemyAbilityWaits.Get(_endClip.Clip.length); } } protected override void OnInterrupted(InterruptReason reason) => CleanupChase(); private void CleanupChase() { if (_contactDamage != null) _contactDamage.enabled = false; _enemy.StopMovement(); } } }