Files
zeling_v2/Assets/_Game/Scripts/Enemies/Perception/IPerceptionSystem.cs
Joywayer 06048c966a feat: Add HurtBoxOwnerGuard to prevent multiple damage registrations from the same HitBox activation
- 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.
2026-06-02 16:10:44 +08:00

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using UnityEngine;
namespace BaseGames.Enemies.Perception
{
/// <summary>
/// 敌人感知系统接口。
/// EnemyBase 通过此接口与感知实现解耦,支持运行时替换。
/// 当前实现为 <see cref="PhysicsPerceptionSystem"/>(纯物理射线 / 圆形范围检测)。
/// 若未来替换底层传感器实现,只需重新实现此接口,上层代码无需改动。
/// </summary>
public interface IPerceptionSystem
{
/// <summary>指定槽位是否已配置(用于运行前的能力检测,避免无效查询)。</summary>
bool HasSlot(string slotName);
/// <summary>指定槽位是否检测到任意目标。</summary>
bool HasAnyDetection(string slotName);
/// <summary>指定槽位是否正在检测 target 对象。</summary>
bool IsDetecting(string slotName, GameObject target);
/// <summary>返回指定槽位第一个检测到的对象,无检测则返回 null。</summary>
GameObject GetFirstDetection(string slotName);
/// <summary>
/// 返回指定槽位感知区域的半径(圆形区域)。
/// 槽位不存在、非圆形区域或实现不支持时返回 -1。
/// 主要供编辑器 Gizmos 绘制使用。
/// </summary>
float GetSensorRadius(string slotName);
/// <summary>
/// 返回指定槽位检测原点相对于感知组件 transform 的偏移X 分量已根据朝向翻转)。
/// 槽位不存在时返回 <see cref="Vector2.zero"/>。
/// 供 EnemyBase.OnDrawGizmos 定位各感知圆心使用,避免所有圆重叠在 transform.position。
/// </summary>
Vector2 GetSensorOffset(string slotName);
/// <summary>暂停或恢复感知系统LOD / 超出活跃范围时调用)。</summary>
void SetSuspended(bool suspended);
}
}