到达一个段内随机游走点后原地停顿 [_wanderPauseMin, _wanderPauseMax] 秒再挑下一个点: - 两个可配置字段(相等=固定时长;都为 0=不停顿立即挑点),每次停顿时长在区间内随机 - 停顿期间切 Idle 步态(否则站着播 Walk=原地踏步),速度归零 - 切换 locomotion 模式时清停顿态,避免残留 实测:移动→到点→停顿(Idle,velX=0)→再出发 循环正常。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
221 lines
9.3 KiB
C#
221 lines
9.3 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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/// 敌人移动执行器:唯一的移动/朝向入口。AI 状态与能力经 IEnemyLocomotion
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/// 声明意图,本组件每帧把当前模式翻译为对 EnemyBase/IPathAgent 的调用。
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/// 取代散落的 MoveTo/StopMovement/FacePlayer/FaceTarget 直调与三个协程能力。
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class EnemyLocomotion : MonoBehaviour, IEnemyLocomotion
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{
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[Header("巡逻策略(Wander/Pace/Waypoints)")]
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[SerializeField] private PatrolStrategy _patrolStrategy = PatrolStrategy.Wander;
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[Header("Wander 策略参数")]
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[Tooltip("到达一个随机游走点后的停顿时长下限(秒)。停顿期间原地待机(播 Idle),再挑下一个点。")]
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[SerializeField] [Min(0f)] private float _wanderPauseMin = 0.5f;
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[Tooltip("到达一个随机游走点后的停顿时长上限(秒)。与下限相同=固定时长;两者都为 0=不停顿、立即挑下一个点。")]
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[SerializeField] [Min(0f)] private float _wanderPauseMax = 1.5f;
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[Header("Waypoints 策略参数")]
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[SerializeField] private Transform[] _waypoints;
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[SerializeField] private bool _pingPong;
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[SerializeField] private float _waypointArriveRadius = 0.4f;
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private EnemyBase _enemy;
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private LocomotionMode _mode = LocomotionMode.Idle;
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private Transform _approachTarget;
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private Vector2 _facePoint;
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private LocomotionMode _gaitMode;
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private bool _gaitInit;
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private float _paceDir = 1f;
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private bool _paceBlockedPrev;
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private float _paceWindowStartX;
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private int _paceWindowFrames;
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private int _wpIndex = -1;
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private int _wpDir = 1;
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private bool _warnedNoWaypoints;
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// Wander 到点停顿状态
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private bool _wanderPausing;
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private float _wanderPauseTimer;
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public LocomotionMode CurrentMode => _mode;
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public bool IsMoving => _enemy != null && _enemy.Nav != null && _enemy.Nav.IsMoving;
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private void Awake()
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{
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_enemy = GetComponentInParent<EnemyBase>();
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if (_enemy == null)
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Debug.LogError("[EnemyLocomotion] 找不到 EnemyBase。", this);
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}
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// ── IEnemyLocomotion(声明意图,不立即 actuate 之外的副作用)──
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public void SetMode(LocomotionMode mode)
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{
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if (_mode == mode) return;
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_mode = mode;
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_wanderPausing = false; // 切换模式清 Wander 停顿态
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if (mode == LocomotionMode.Idle) _enemy?.StopMovement();
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if (mode == LocomotionMode.Patrol && _enemy?.Stats != null)
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_enemy.Nav?.SetSpeed(_enemy.Stats.WalkSpeed);
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}
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public void Approach(Transform target)
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{
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_mode = LocomotionMode.Approach;
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_approachTarget = target;
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if (_enemy?.Stats != null) _enemy.Nav?.SetSpeed(_enemy.Stats.RunSpeed);
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}
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public void MoveTo(Vector2 point)
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{
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_mode = LocomotionMode.Approach;
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_approachTarget = null;
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_enemy?.MoveTo(point);
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}
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public void Face(Vector2 lookAt)
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{
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_mode = LocomotionMode.Face;
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_facePoint = lookAt;
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}
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public void Stop()
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{
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_mode = LocomotionMode.Idle;
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_enemy?.StopMovement();
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}
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// ── 每帧把模式翻译成执行 ──
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private void Update()
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{
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if (_enemy == null) return;
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// Wander 到点停顿期间用 Idle 步态(原地待机,否则站着播 Walk=原地踏步)。
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LocomotionMode gait = (_mode == LocomotionMode.Patrol
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&& _patrolStrategy == PatrolStrategy.Wander
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&& _wanderPausing)
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? LocomotionMode.Idle : _mode;
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if (!_gaitInit || _gaitMode != gait)
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{
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_enemy.PlayLocomotionClip(gait);
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// 招式动画锁定期内不算"已应用",解锁后重新同步步态(否则 Skill_End 后卡在收招动画)
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if (!_enemy.IsAnimLocked) { _gaitMode = gait; _gaitInit = true; }
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}
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switch (_mode)
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{
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case LocomotionMode.Idle:
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break; // SetMode(Idle) 已停;保持
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case LocomotionMode.Patrol:
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TickPatrol();
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break;
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case LocomotionMode.Face:
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_enemy.StopMovement();
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_enemy.FaceTarget(_facePoint);
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break;
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case LocomotionMode.Approach:
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if (_approachTarget != null) _enemy.MoveTo(_approachTarget.position);
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break;
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}
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}
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/// <summary>
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/// 段内随机游走:随机点限制在当前所站的导航段上(不跨 NavLink,避免崖边夹停/卡 link),
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/// 到达一个点后原地停顿 [_wanderPauseMin, _wanderPauseMax] 秒(期间播 Idle),再挑下一个点。
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/// </summary>
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private void TickWander()
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{
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if (_enemy.Nav == null) return;
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// 移动中:清停顿态,等到达
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if (_enemy.Nav.IsMoving) { _wanderPausing = false; return; }
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// 已到达(或尚未出发):先停顿计时,再挑下一个点
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if (!_wanderPausing)
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{
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_wanderPausing = true;
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_wanderPauseTimer = Random.Range(_wanderPauseMin, Mathf.Max(_wanderPauseMin, _wanderPauseMax));
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}
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_wanderPauseTimer -= Time.deltaTime;
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if (_wanderPauseTimer <= 0f)
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{
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_wanderPausing = false;
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_enemy.Nav.WalkToRandomOnSegment();
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}
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}
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private void TickPatrol()
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{
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switch (_patrolStrategy)
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{
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case PatrolStrategy.Wander:
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TickWander();
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break;
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case PatrolStrategy.Pace: // 撞墙/悬崖翻向的来回踱步(速度驱动,不依赖 nav)
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var mv = _enemy.Movement;
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// 用与移动层夹紧同一判定(WouldBlockAhead,即时按请求方向+碰撞体前缘),
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// 保证"夹停在地形边缘"与"掉头"一致,不会夹停却不翻向。
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bool blocked = mv != null && mv.WouldBlockAhead(_paceDir);
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// 兜底卡死检测(窗口净位移):命令前进但一段时间净位移过小(撞上未挂检测层的墙/
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// 卡角,含贴墙微抖)也视为受阻,使巡逻对场景配置鲁棒。用净位移而非逐帧差,
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// 避免"贴墙推进-被弹回"的微抖每帧重置计数。
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float px = _enemy.transform.position.x;
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if (++_paceWindowFrames >= 12)
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{
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if (Mathf.Abs(px - _paceWindowStartX) < 0.05f) blocked = true;
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_paceWindowStartX = px;
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_paceWindowFrames = 0;
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}
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// 边沿触发:仅"障碍首次出现"翻一次;翻后按新方向即时判定,天然消抖,
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// 且两侧都堵(窄台)时翻一次即停住、不来回抖。
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if (blocked && !_paceBlockedPrev)
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{
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_paceDir = -_paceDir;
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_paceWindowStartX = px; _paceWindowFrames = 0; // 翻向后重开窗口
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}
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_paceBlockedPrev = blocked;
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_enemy.MoveInDirection(_paceDir);
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break;
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case PatrolStrategy.Waypoints:
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if (_waypoints == null || _waypoints.Length == 0)
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{
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if (!_warnedNoWaypoints)
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{
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Debug.LogWarning("[EnemyLocomotion] PatrolStrategy=Waypoints 但未配置 _waypoints,无法巡逻。", this);
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_warnedNoWaypoints = true;
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}
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break;
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}
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// 仅首次或"已到达当前路点"时推进并寻路——不依赖 IsMoving
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// (PathBerserker2d 寻路跨帧异步,IsMoving 在寻路计算期间为 false,会误触发每帧推进)。
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if (_wpIndex < 0 ||
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Vector2.Distance(_enemy.transform.position, _waypoints[_wpIndex].position) <= _waypointArriveRadius)
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{
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AdvanceWaypoint();
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_enemy.MoveTo(_waypoints[_wpIndex].position);
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}
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break;
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}
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}
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private void AdvanceWaypoint()
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{
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if (_pingPong)
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{
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int next = _wpIndex + _wpDir;
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if (next < 0 || next >= _waypoints.Length) { _wpDir = -_wpDir; next = _wpIndex + _wpDir; }
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_wpIndex = Mathf.Clamp(next, 0, _waypoints.Length - 1);
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}
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else
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{
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_wpIndex = (_wpIndex + 1) % _waypoints.Length;
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}
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}
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}
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}
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