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); } } }