Files
zeling_v2/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
T

62 lines
2.2 KiB
C#

using System.Collections;
using Animancer;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 循环追击 + 体接触伤害能力(纯执行器)。
/// 每帧 MoveTo 追向玩家、开接触伤害;**何时停止由 AI 决策层负责**——AI 在"脱离视野"时
/// 中断本能力(AI decides when to stop, ability implements the chase)。
/// 可复用于任何需要"追击+接触伤害循环"的敌人。
/// </summary>
public class ContactChaseAbility : EnemyAbilityBase
{
[Header("动画")]
[SerializeField] private ClipTransition _loopClip;
[SerializeField] private ClipTransition _endClip;
[Header("接触伤害")]
[SerializeField] private BodyContactDamage _contactDamage;
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
// 追击行为的速度/阶段声明归本能力(AI 只触发能力,不做这些执行)
if (_enemy.Nav != null && _enemy.Stats != null)
_enemy.Nav.SetSpeed(_enemy.Stats.RunSpeed);
_enemy.SetAiPhase(AiPhase.Chase);
if (_loopClip.Clip != null)
_animancer.Play(_loopClip);
if (_contactDamage != null)
_contactDamage.enabled = true;
// 追击直到玩家消失或被 AI 中断(退出追击的决策归 AI,见 EnemyBrainContext.InterruptAbilities)。
// 小怪走 nav 寻路(EnemyBase.MoveTo → 导航),寻路正确性依赖脚手架把碰撞体底部对齐 y=0。
_enemy.Locomotion?.Approach(_enemy.PlayerTransform);
while (_enemy.PlayerTransform != null)
yield return null;
CleanupChase();
if (_endClip.Clip != null)
{
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
}
}
protected override void OnInterrupted(InterruptReason reason) => CleanupChase();
private void CleanupChase()
{
if (_contactDamage != null)
_contactDamage.enabled = false;
_enemy.Locomotion?.Stop();
}
}
}