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

64 lines
2.0 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。
/// 追击期间每帧更新 MoveTo,失去感知后收招退出并恢复巡逻状态。
/// 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("感知与接触伤害")]
[SerializeField] private BodyContactDamage _contactDamage;
[Tooltip("用于追击感知判断的传感器槽位名,通常为 \"aggro\"")]
[SerializeField] private string _aggroSlotName = "aggro";
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
if (_loopClip.Clip != null)
_animancer.Play(_loopClip);
if (_contactDamage != null)
_contactDamage.enabled = true;
while (true)
{
if (_enemy.PlayerTransform == null) break;
if (_enemy.SensorHub != null && !_enemy.SensorHub.IsDetecting(_aggroSlotName, _enemy.PlayerTransform.gameObject))
break;
_enemy.MoveTo(_enemy.PlayerTransform.position);
yield return null;
}
if (_contactDamage != null)
_contactDamage.enabled = false;
_enemy.StopMovement();
if (_endClip.Clip != null)
{
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
}
_enemy.SetAiPhase(AiPhase.Patrol);
}
protected override void OnInterrupted(InterruptReason reason)
{
if (_contactDamage != null)
_contactDamage.enabled = false;
}
}
}