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("重击(Stagger)触发伤害阈值;伤害 >= 此值进入 Stagger")] [Min(0)] public int heavyHitThreshold; [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(0)] public int AttackDamage = 10; [Min(0f)] public float AttackRange = 1.5f; [Min(0f)] public float AttackCooldown = 1f; [Min(0f)] public float DetectRange = 6f; [Header("追击 & AI 阶段")] [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("Alert 阶段持续时长(s);短暂警觉动作后进入追击")] [Min(0f)] public float AlertDuration = 0.6f; [Tooltip("搜查最后可见位置后的等待时长(s)")] [Min(0f)] public float InvestigateDuration = 3f; [Tooltip("归位到达判定半径(m)")] [Min(0.01f)] public float HomeRadius = 0.5f; [Header("击退(作为来源时)")] [Min(0f)] public float KnockbackForce = 5f; [Min(0f)] public float HitStunDuration = 0.3f; [Header("受击分级")] [Tooltip("Stagger / KnockUp 伤害阈值及击飞参数")] public HitTierConfig HitTiers; [Header("视线检测(遗留配置,已迁移到 PhysicsPerceptionSystem 各 Slot 的 losBlockMask)")] [Tooltip("相对 transform.position 的眼睛偏移量")] public Vector2 EyeOffset = new Vector2(0f, 0.8f); [Tooltip("遮挡 LOS 的物理图层")] public LayerMask LOSBlockingMask = 1; // Default layer [Header("感知角度")] [Tooltip("前向感知扇形半角(度)。0 = 关闭方向检查,按完整圆形感知")] [Range(0f, 180f)] public float DetectAngleDeg = 0f; [Header("警戒传播(Group Alert)")] [Tooltip("发现玩家时通知周围同伴进入 Alert 的半径(m);0 = 关闭")] [Min(0f)] public float AlertBroadcastRadius = 0f; } }