- 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.
255 lines
12 KiB
C#
255 lines
12 KiB
C#
using UnityEngine;
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using PathBerserker2d;
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using BaseGames.Enemies;
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using System;
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using System.Collections.Generic;
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namespace BaseGames.Enemies.Navigation
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{
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/// <summary>
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/// PathBerserker2d 导航代理包装器(架构 07_EnemyModule §5 能力驱动版)。
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///
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/// 设计原则:
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/// <list type="bullet">
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/// <item>连接段穿越(跳跃/攀爬/传送等)委托给 <see cref="INavLinkHandler"/> 能力组件执行</item>
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/// <item>能力自行驱动动画 + 物理,本组件只做"调度 → 等回调 → 通知 PB2d 继续"</item>
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/// <item>无对应能力时自动回退到 TransformBasedMovement(兜底行为)</item>
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/// <item>Awake 自动发现 GameObject 上的全部 INavLinkHandler,并禁用 TBM 对应 FeatureFlag</item>
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/// </list>
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/// </summary>
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[RequireComponent(typeof(NavAgent))]
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[RequireComponent(typeof(TransformBasedMovement))]
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public class EnemyNavAgent : MonoBehaviour, IPathAgent
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{
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// ── 序列化 ──────────────────────────────────────────────────────
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[Tooltip("边缘检测前向距离(m)")]
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[SerializeField] private float _edgeCheckFwdOffset = 0.3f;
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[Tooltip("边缘检测向下射线长度(m)")]
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[SerializeField] private float _edgeCheckDownLen = 0.6f;
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[Tooltip("边缘检测 LayerMask(留空 = 所有层)")]
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[SerializeField] private LayerMask _groundMask = ~0;
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// ── IPathAgent 公开状态 ────────────────────────────────────────
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public bool IsMoving => _navAgent != null && _navAgent.IsFollowingAPath;
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public bool IsOnLink => _navAgent != null && _navAgent.IsOnLink;
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public NavLinkType CurrentLinkType => _currentLinkType;
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public Vector2 CurrentLinkStart => _currentLinkStart;
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public Vector2 CurrentLinkEnd => _currentLinkEnd;
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// ── IPathAgent 事件 ────────────────────────────────────────────
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public event Action<NavLinkType> OnLinkStarted;
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public event Action<NavLinkType> OnLinkCompleted;
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public event Action OnNavPathFailed;
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public event Action OnGoalReached;
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// ── 私有 ────────────────────────────────────────────────────────
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private NavAgent _navAgent;
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private TransformBasedMovement _movement;
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private EnemyMovement _enemyMovement;
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// 能力 handler 注册表(NavLinkType → INavLinkHandler)
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private readonly Dictionary<NavLinkType, INavLinkHandler> _handlers
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= new Dictionary<NavLinkType, INavLinkHandler>();
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private INavLinkHandler _activeHandler;
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// 连接段状态缓存
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private NavLinkType _currentLinkType = NavLinkType.None;
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private bool _wasNavOnSegment;
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private Vector2 _currentLinkStart;
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private Vector2 _currentLinkEnd;
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// ── 初始化 ─────────────────────────────────────────────────────
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private void Awake()
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{
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_navAgent = GetComponent<NavAgent>();
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_movement = GetComponent<TransformBasedMovement>();
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_enemyMovement = GetComponent<EnemyMovement>();
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// 自动发现 INavLinkHandler 组件并注册(包含子对象)
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foreach (var handler in GetComponentsInChildren<INavLinkHandler>(true))
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RegisterLinkHandler(handler);
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_navAgent.OnStartLinkTraversal += HandleLinkStart;
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_navAgent.OnSegmentTraversal += HandleSegmentTraversal;
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_navAgent.OnFailedToFindPath += HandlePathFailed;
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_navAgent.OnReachedGoal += HandleGoalReached;
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}
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private void OnDestroy()
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{
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if (_navAgent == null) return;
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_navAgent.OnStartLinkTraversal -= HandleLinkStart;
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_navAgent.OnSegmentTraversal -= HandleSegmentTraversal;
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_navAgent.OnFailedToFindPath -= HandlePathFailed;
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_navAgent.OnReachedGoal -= HandleGoalReached;
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}
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// ── Handler 注册 ───────────────────────────────────────────────
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/// <summary>
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/// 注册能力为某连接段类型的处理器。
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/// 注册后 TransformBasedMovement 中对应 FeatureFlag 将被禁用,由能力全权负责该类型穿越。
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/// </summary>
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public void RegisterLinkHandler(INavLinkHandler handler)
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{
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if (handler == null) return;
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foreach (var type in handler.HandledLinkTypes)
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{
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_handlers[type] = handler;
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// 禁用 TBM 对该类型的处理,完全交给能力
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var flag = TypeToFeatureFlag(type);
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if (flag != 0 && _movement != null)
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_movement.enabledFeatures &= ~flag;
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}
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}
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/// <summary>移除某处理器(例如能力被永久禁用时)。TBM FeatureFlag 自动恢复。</summary>
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public void UnregisterLinkHandler(INavLinkHandler handler)
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{
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if (handler == null) return;
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foreach (var type in handler.HandledLinkTypes)
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{
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if (_handlers.TryGetValue(type, out var registered) && ReferenceEquals(registered, handler))
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{
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_handlers.Remove(type);
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// 恢复 TBM 对该类型的处理
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var flag = TypeToFeatureFlag(type);
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if (flag != 0 && _movement != null)
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_movement.enabledFeatures |= flag;
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}
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}
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}
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// ── IPathAgent ─────────────────────────────────────────────────
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public void RequestMoveTo(Vector2 target) => _navAgent?.UpdatePath(target);
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public void StopNavigation()
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{
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_activeHandler?.AbortLinkTraversal();
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_activeHandler = null;
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_navAgent?.Stop();
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}
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public bool IsAtDestination() => _navAgent == null || _navAgent.IsIdle;
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public void SetSpeed(float speed)
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{
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if (_movement != null) _movement.movementSpeed = speed;
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}
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public bool CanReach(Vector2 target) => _navAgent?.CanReach(target) ?? false;
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public bool WalkToRandom() => _navAgent?.SetRandomDestination() ?? false;
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public bool IsNearEdge()
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{
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var origin = (Vector2)transform.position;
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var facing = transform.localScale.x >= 0f ? Vector2.right : Vector2.left;
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return !Physics2D.Raycast(origin + facing * _edgeCheckFwdOffset,
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Vector2.down, _edgeCheckDownLen, _groundMask);
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}
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// ── 底层 NavAgent 直接访问 ──────────────────────────────────────
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/// <summary>原始 PB2d NavAgent,供需要 PB2d 高级功能的能力直接使用。</summary>
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public NavAgent RawNavAgent => _navAgent;
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// ── 连接段调度核心 ─────────────────────────────────────────────
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private void HandleLinkStart(NavAgent agent)
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{
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var seg = agent.CurrentPathSegment;
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_currentLinkType = ParseLinkType(seg?.link?.LinkTypeName);
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_currentLinkStart = seg?.LinkStart ?? Vector2.zero;
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_currentLinkEnd = seg?.LinkEnd ?? Vector2.zero;
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OnLinkStarted?.Invoke(_currentLinkType);
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if (_handlers.TryGetValue(_currentLinkType, out var handler))
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{
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if (handler.CanHandleLink(_currentLinkType, _currentLinkStart, _currentLinkEnd))
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{
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_activeHandler = handler;
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handler.BeginLinkTraversal(_currentLinkType, _currentLinkStart, _currentLinkEnd,
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onComplete: () =>
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{
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_activeHandler = null;
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_navAgent?.CompleteLinkTraversal();
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});
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return;
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}
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// CanHandleLink 返回 false 且 TBM 已禁用 → NavAgent 会卡住,警告设计者
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Debug.LogWarning($"[EnemyNavAgent] '{handler.GetType().Name}' reported CanHandleLink=false " +
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$"for {_currentLinkType} (TBM disabled). NavAgent may stall. " +
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$"Check link distance/height vs. ability parameters.", this);
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}
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// 无 handler → TBM 兜底(其 FeatureFlag 仍开启)
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}
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private void HandleSegmentTraversal(NavAgent agent)
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{
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if (_currentLinkType != NavLinkType.None && !agent.IsOnLink)
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{
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var finished = _currentLinkType;
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_currentLinkType = NavLinkType.None;
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_currentLinkStart = Vector2.zero;
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_currentLinkEnd = Vector2.zero;
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OnLinkCompleted?.Invoke(finished);
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}
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}
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private void HandlePathFailed(NavAgent _) => OnNavPathFailed?.Invoke();
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private void HandleGoalReached(NavAgent _) => OnGoalReached?.Invoke();
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// ── NavDriving 信号桥 ───────────────────────────────────────────
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/// <summary>
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/// 每物理帧向 <see cref="EnemyMovement"/> 写入导航方向信号,并设置 NavDriving 标志。
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/// NavDriving=true 时 EnemyMovement 只更新朝向,TBM 保留对 transform.position 的控制权。
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/// </summary>
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private void FixedUpdate()
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{
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if (_enemyMovement == null || _navAgent == null) return;
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bool onSegment = _navAgent.IsMovingOnSegment;
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_enemyMovement.NavDriving = onSegment;
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if (onSegment)
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{
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float dx = _navAgent.PathSubGoal.x - transform.position.x;
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_enemyMovement.PendingInput.MoveDir = Mathf.Abs(dx) > 0.01f ? Mathf.Sign(dx) : 0f;
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}
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else if (_wasNavOnSegment && !_navAgent.IsFollowingAPath)
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{
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// 导航刚结束(到达目标 / 路径失败)→ 清除残留 MoveDir
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_enemyMovement.PendingInput.WantStop = true;
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}
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_wasNavOnSegment = onSegment;
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}
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// ── 工具 ───────────────────────────────────────────────────────
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private static NavLinkType ParseLinkType(string name) => name switch
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{
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"corner" => NavLinkType.Corner,
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"jump" => NavLinkType.Jump,
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"fall" => NavLinkType.Fall,
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"teleport" => NavLinkType.Teleport,
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"climb" => NavLinkType.Climb,
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"elevator" => NavLinkType.Elevator,
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null or "" => NavLinkType.Segment,
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_ => NavLinkType.Custom
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};
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/// <summary>NavLinkType → TransformBasedMovement.FeatureFlags 映射。</summary>
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private static TransformBasedMovement.FeatureFlags TypeToFeatureFlag(NavLinkType type) => type switch
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{
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NavLinkType.Jump => TransformBasedMovement.FeatureFlags.JumpLinks,
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NavLinkType.Fall => TransformBasedMovement.FeatureFlags.FallLinks,
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NavLinkType.Corner => TransformBasedMovement.FeatureFlags.CornerLinks,
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NavLinkType.Climb => TransformBasedMovement.FeatureFlags.ClimbLinks,
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NavLinkType.Elevator => TransformBasedMovement.FeatureFlags.ElevatorLinks,
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NavLinkType.Teleport => TransformBasedMovement.FeatureFlags.TeleportLinks,
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_ => (TransformBasedMovement.FeatureFlags)0
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};
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}
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}
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