- Implemented HurtBoxOwnerGuard to ensure that multiple HurtBoxes on the same character do not register damage multiple times during a single HitBox activation. - Added custom editor for HitBox to facilitate the creation of shape colliders with HitBoxColliderProxy. - Introduced PhysicsPerceptionSystem for enemy perception, supporting multiple detection modes including RangeCircle, BatchLOS, FanCast, and BoxCast. - Created EnemyPatrolZone to define patrol and chase areas for enemies, allowing for shared zones among multiple enemies. - Added BD_IsOutsideZone conditional task for Behavior Designer to check if an enemy or player is outside a defined patrol zone.
70 lines
2.6 KiB
C#
70 lines
2.6 KiB
C#
#if GRAPH_DESIGNER
|
||
using UnityEngine;
|
||
using Opsive.BehaviorDesigner.Runtime.Tasks;
|
||
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
|
||
using BaseGames.Enemies;
|
||
|
||
namespace BaseGames.Enemies.AI
|
||
{
|
||
/// <summary>
|
||
/// BD Action:来回踱步巡逻——持续向当前方向移动,遇墙或悬崖时自动翻转方向。
|
||
/// 转向检测通过 <see cref="EnemyMovement.IsWallAhead"/> / <see cref="EnemyMovement.IsLedgeAhead"/>
|
||
/// 进行;这两项是 EnemyMovement 内置的物理射线检测,不属于感知系统(PhysicsPerceptionSystem)。
|
||
///
|
||
/// 若需要按预设路点顺序巡逻,请使用 <see cref="BD_PatrolWaypoints"/>(支持 Transform 引用和内联坐标)。
|
||
/// </summary>
|
||
[TaskName("Patrol (Pace)")]
|
||
[TaskCategory("BaseGames/Enemy/Movement")]
|
||
[TaskDescription("来回踱步巡逻:遇墙或悬崖自动翻转方向(通过 EnemyMovement 物理射线检测,无需感知槽)")]
|
||
public class BD_Patrol : Action
|
||
{
|
||
private EnemyBase _enemy;
|
||
private EnemyMovement _movement;
|
||
private float _dir = 1f;
|
||
private float _flipCooldown; // 翻转后短暂冷却,等待射线刷新到新朝向
|
||
|
||
public override void OnAwake()
|
||
{
|
||
_enemy = GetComponent<EnemyBase>();
|
||
_movement = _enemy?.Movement;
|
||
}
|
||
|
||
public override void OnStart()
|
||
{
|
||
_enemy?.SetAiPhase(AiPhase.Patrol);
|
||
// 与敌人实际朝向同步,防止任务重入时 _dir 与朝向不符(如战斗后朝向已改变)
|
||
if (_movement != null)
|
||
_dir = _movement.FacingDirection;
|
||
_flipCooldown = 0f;
|
||
}
|
||
|
||
public override TaskStatus OnUpdate()
|
||
{
|
||
if (_enemy == null) return TaskStatus.Failure;
|
||
|
||
// 翻转冷却期间跳过物理检测(等待射线在新朝向完成刷新)
|
||
if (_flipCooldown > 0f)
|
||
_flipCooldown -= Time.deltaTime;
|
||
else if (ShouldFlip())
|
||
{
|
||
_dir = -_dir;
|
||
_flipCooldown = 0.1f; // ~6 帧缓冲(60 fps),防止射线残留信号导致抖动
|
||
}
|
||
|
||
_enemy.MoveInDirection(_dir);
|
||
return TaskStatus.Running;
|
||
}
|
||
|
||
public override void OnEnd() => _enemy?.StopMovement();
|
||
|
||
private bool ShouldFlip()
|
||
{
|
||
// 转身进行中时不重复检测,防止 _dir 在转身期间被残留信号反复翻转
|
||
if (_movement == null || _movement.IsTurning) return false;
|
||
return _movement.IsWallAhead || _movement.IsLedgeAhead;
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|