依据小怪设计文档重构 E001 状态机 Idle_Disguise→Skill_Start→Skill_Loop→Skill_End→Move_Patrol: 追击移动/接触伤害全部委托 e001_chase(ContactChaseAbility),AI 不再裸 MoveTo。 新增 ISensor.DetectsPlayer(视线OR近身,对齐设计)、IMover.UseChase/PatrolSpeed、 IEnemyActor.SetPhase(AI 声明阶段、EnemyBase 播动画)。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
118 lines
4.3 KiB
C#
118 lines
4.3 KiB
C#
using UnityEngine;
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using BaseGames.AI;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
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/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
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/// </summary>
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public sealed class EnemyBrainContext : IAiContext, ISensor, IMover, ICombatant, IActorVitals, IEnemyActor
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{
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readonly EnemyBase _enemy;
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readonly Blackboard _blackboard = new Blackboard();
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Vector2 _lastKnown;
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float _lostTimer;
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public EnemyBrainContext(EnemyBase enemy) { _enemy = enemy; }
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// ---- IAiContext ----
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public ISensor Sensor => this;
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public IMover Mover => this;
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public ICombatant Combat => this;
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public IActorVitals Vitals => this;
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public Blackboard Blackboard => _blackboard;
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/// <summary>每帧由 EnemyAiBrain 在 Tick 之前调用,维护最后已知位置与丢失计时。</summary>
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public void Refresh(float dt)
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{
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if (DetectsPlayer() && _enemy.PlayerTransform != null)
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{
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_lastKnown = _enemy.PlayerTransform.position;
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_lostTimer = 0f;
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}
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else
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{
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_lostTimer += dt;
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}
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}
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/// <summary>对象池复用时清空临时态。</summary>
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public void ResetScratch()
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{
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_blackboard.Clear();
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_lastKnown = _enemy.transform.position;
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_lostTimer = 0f;
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}
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// ---- ISensor ----
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public bool SeesPlayer() => _enemy.IsPlayerVisible();
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/// <summary>视线 OR 近身 aggro 槽位,任一探到玩家即为真(对齐设计"视线 OR 碰撞触发圆")。</summary>
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public bool DetectsPlayer()
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{
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if (_enemy.IsPlayerVisible()) return true;
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var hub = _enemy.SensorHub;
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return hub != null && hub.HasAnyDetection(Perception.SensorSlotNames.Aggro);
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}
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public bool InRange(float range) => _enemy.IsPlayerInRange(range);
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public bool LostFor(float seconds) => !DetectsPlayer() && _lostTimer >= seconds;
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public Vector2 LastKnown => _lastKnown;
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// ---- IMover ----
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public void MoveTo(Vector2 target) => _enemy.MoveTo(target);
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public void FacePlayer() => _enemy.FacePlayer();
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public void Stop() => _enemy.StopMovement();
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public void WalkRandom()
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{
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var nav = _enemy.Nav;
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if (nav != null && !nav.IsMoving) nav.WalkToRandom();
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}
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public void LookAround() => _enemy.BeginLookAround();
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public void UseChaseSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
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public void UsePatrolSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.WalkSpeed : 0f);
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// ---- ICombatant ----
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public bool UseAbility(string abilityId)
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{
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var a = _enemy.Abilities?.Get(abilityId);
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return a != null && a.Execute();
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}
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public bool IsAbilityRunning(string abilityId = null)
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{
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var reg = _enemy.Abilities;
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if (reg == null) return false;
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if (abilityId != null)
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{
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var a = reg.Get(abilityId);
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return a != null && a.IsRunning;
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}
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var all = reg.All;
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for (int i = 0; i < all.Count; i++)
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if (all[i].IsRunning) return true;
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return false;
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}
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public bool NoAbilityRunning => !IsAbilityRunning();
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public bool CanUseAbility(string abilityId)
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{
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var a = _enemy.Abilities?.Get(abilityId);
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return a != null && a.CanUse;
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}
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// ---- IActorVitals ----
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public bool IsAlive => _enemy.IsAlive;
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public bool IsControllable => _enemy.CurrentState == EnemyStateType.Controlled;
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public float HpPercent
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{
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get
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{
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var stats = _enemy.Stats;
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return stats != null && stats.MaxHP > 0 ? (float)stats.CurrentHP / stats.MaxHP : 0f;
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}
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}
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public bool HpBelow(float ratio) => HpPercent < ratio;
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// ---- IEnemyActor ----
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public void SetPhase(AiPhase phase) => _enemy.SetAiPhase(phase);
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}
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}
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