39 KiB
敌人执行层统一 (EnemyLocomotion) Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: 用统一的 EnemyLocomotion 执行器取代 7 种巡逻/4 套移动/IMover/三个协程能力,删除 AiPhase 影子层与 EnemyStatsSO 死字段,让敌人 AI 保持"只决策"、执行层单一化——先在 E001 落地并验证。
Architecture: 三条正交轴:反应态 FSM(EnemyStateType) 当门,BrainGraph 决策(声明 locomotion 意图 + 触发攻击能力),执行层 = EnemyLocomotion(移动/朝向/步态动画) + EnemyAbilityBase(攻击)。EnemyLocomotion 是 EnemyNavAgent(地面 PB2d) / FlyingDirectNavigator(飞行直飞) 两个 IPathAgent 后端之上的唯一门面,对外暴露 SetMode/Approach/MoveTo/Face/Stop(声明意图,执行在内部)。
Tech Stack: Unity 2022.3 (C# 9)、PathBerserker2d、Animancer、自研 BrainGraph、NUnit EditMode 测试、Unity MCP(端口 7890)做 PlayMode 验证。
前置状态: P1(删死代码 BD_*/Opsive/宏) 已完成 (commit e894a9d),编译 0 错误。本计划从 P2 起。设计见 Docs/superpowers/specs/2026-07-10-enemy-locomotion-refactor-design.md。
全局约定:
- 每个 Task 结束提交一次;提交信息中文 + 类型前缀。
- 编译验证统一用:
unity_execute_code触发AssetDatabase.Refresh()+RequestScriptCompilation(),等待后unity_get_compilation_errors severity=error期望 count=0。下称"编译门"。 - PlayMode 验证统一:
unity_play_mode play→unity_execute_code断言 →unity_play_mode stop。TestRoomA 为活动场景,E001 实例名含 "CaoZhi"。 - 禁止在 AI 脚本(
AiScript/PerceptionStateMachine)里出现 velocity/朝向/动画的实现;只允许声明意图。物理原生约束保持(寻路只给方向、velocity 执行、碰撞体底部 y=0)。
File Structure
新建:
Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs— 统一移动执行器 +LocomotionMode/PatrolStrategy枚举 +IEnemyLocomotion接口。Assets/Tests/EditMode/AI/Fakes/FakeLocomotion.cs— 测试用 locomotion spy(记录调用)。
修改:
Assets/_Game/Scripts/AI/IAiContext.cs—IMover Mover→IEnemyLocomotion Locomotion(注:接口在 Enemies 程序集,见 Task 说明)。Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs— 去IMover实现,暴露Locomotion。Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs—AddAbilityState→AddLocomotionState(状态绑意图)。Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs— 声明每状态 locomotion 意图 + Chase 能力。Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs— 内部MoveTo→Locomotion.Approach。Assets/_Game/Scripts/Enemies/EnemyBase.cs— 缓存/暴露Locomotion;删SetAiPhase/AiPhase相关(P4)。Assets/_Game/Scripts/Enemies/EnemyMovement.cs— 删对EnemyStatsSO的速度直读(P5)。Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs— 删死字段(P5)。Assets/_Game/Scripts/Enemies/EnemyAnimationConfigSO.cs/ 动画驱动 — locomotion 模式→步态 clip(P4)。Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs— PlaceE001 挂EnemyLocomotion、去三协程能力。Assets/Tests/EditMode/AI/AiRuntimeTests.cs、FakeAiContext.cs—Mover→Locomotionspy。
删除:
Assets/_Game/Scripts/AI/IMover.cs(+meta)Assets/_Game/Scripts/Enemies/Abilities/IdleAbility.cs、PatrolAbility.cs、AlertAbility.cs(+meta)Assets/_Game/Data/Enemies/E001/Abilities/ABL_E001_Idle.asset、ABL_E001_Patrol.asset(+ Alert 的处理见 Task)Assets/_Game/Scripts/Enemies/AiPhase.cs(+meta)(P4)
接口归属说明: IEnemyLocomotion 引用 LocomotionMode(Enemies 命名空间概念)。为避免 BaseGames.AI 程序集反向依赖 Enemies,采用与现有 IEnemyActor 相同的模式:IAiContext.Locomotion 的类型放在 BaseGames.AI 里定义为 IEnemyLocomotion(AI 程序集内),LocomotionMode/PatrolStrategy 枚举也放 AI 程序集(纯枚举无依赖),EnemyLocomotion MonoBehaviour 在 Enemies 程序集实现该接口。这与 ISensor/ICombatant 一致。
P2 — 引入 EnemyLocomotion(与旧 API 并存,不改 AI)
本阶段只新增组件并接到 E001,Model A 协程能力暂留、AI 不改。目的:EnemyLocomotion 能独立驱动 Idle/Patrol/Face/Approach。
Task 1: 定义 IEnemyLocomotion 接口与枚举(AI 程序集)
Files:
-
Create:
Assets/_Game/Scripts/AI/IEnemyLocomotion.cs -
Step 1: 创建接口文件
using UnityEngine;
namespace BaseGames.AI
{
/// <summary>移动执行器的行为模式。</summary>
public enum LocomotionMode { Idle, Patrol, Face, Approach }
/// <summary>巡逻策略(Patrol 模式下的具体走法)。</summary>
public enum PatrolStrategy { Wander, Pace, Waypoints }
/// <summary>
/// 敌人移动执行器的声明式接口。AI/能力只"声明意图",执行在实现内部完成
/// (AI 不 actuate)。实现见 BaseGames.Enemies.EnemyLocomotion。
/// </summary>
public interface IEnemyLocomotion
{
void SetMode(LocomotionMode mode); // Idle(停) / Patrol(按配置策略游走)
void Approach(Transform target); // 持续跟随,派生 RunSpeed
void MoveTo(Vector2 point); // 一次性目标点
void Face(Vector2 lookAt); // 停 + 朝向
void Stop();
LocomotionMode CurrentMode { get; }
bool IsMoving { get; }
}
}
-
Step 2: 编译门 — 触发编译,
unity_get_compilation_errors期望 count=0。 -
Step 3: 提交
git add Assets/_Game/Scripts/AI/IEnemyLocomotion.cs Assets/_Game/Scripts/AI/IEnemyLocomotion.cs.meta
git commit -m "feat(ai): 新增 IEnemyLocomotion 接口与 LocomotionMode/PatrolStrategy 枚举"
Task 2: 实现 EnemyLocomotion 组件(委托现有 EnemyBase/Nav)
Files:
-
Create:
Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs -
Step 1: 创建组件(P2 只实现 Wander 巡逻;Pace/Waypoints 在 P6)
using UnityEngine;
using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// 敌人移动执行器:唯一的移动/朝向入口。AI 状态与能力经 IEnemyLocomotion
/// 声明意图,本组件每帧把当前模式翻译为对 EnemyBase/IPathAgent 的调用。
/// 取代散落的 MoveTo/StopMovement/FacePlayer/FaceTarget 直调与三个协程能力。
/// </summary>
[DisallowMultipleComponent]
public sealed class EnemyLocomotion : MonoBehaviour, IEnemyLocomotion
{
[Header("巡逻策略(P6 实现 Pace/Waypoints;当前仅 Wander)")]
[SerializeField] private PatrolStrategy _patrolStrategy = PatrolStrategy.Wander;
private EnemyBase _enemy;
private LocomotionMode _mode = LocomotionMode.Idle;
private Transform _approachTarget;
private Vector2 _facePoint;
public LocomotionMode CurrentMode => _mode;
public bool IsMoving => _enemy != null && _enemy.Nav != null && _enemy.Nav.IsMoving;
private void Awake()
{
_enemy = GetComponentInParent<EnemyBase>();
if (_enemy == null)
Debug.LogError("[EnemyLocomotion] 找不到 EnemyBase。", this);
}
// ── IEnemyLocomotion(声明意图,不立即 actuate 之外的副作用)──
public void SetMode(LocomotionMode mode)
{
if (_mode == mode) return;
_mode = mode;
if (mode == LocomotionMode.Idle) _enemy?.StopMovement();
if (mode == LocomotionMode.Patrol && _enemy?.Stats != null)
_enemy.Nav?.SetSpeed(_enemy.Stats.WalkSpeed);
}
public void Approach(Transform target)
{
_mode = LocomotionMode.Approach;
_approachTarget = target;
if (_enemy?.Stats != null) _enemy.Nav?.SetSpeed(_enemy.Stats.RunSpeed);
}
public void MoveTo(Vector2 point)
{
_mode = LocomotionMode.Approach;
_approachTarget = null;
_enemy?.MoveTo(point);
}
public void Face(Vector2 lookAt)
{
_mode = LocomotionMode.Face;
_facePoint = lookAt;
}
public void Stop()
{
_mode = LocomotionMode.Idle;
_enemy?.StopMovement();
}
// ── 每帧把模式翻译成执行 ──
private void Update()
{
if (_enemy == null) return;
switch (_mode)
{
case LocomotionMode.Idle:
break; // SetMode(Idle) 已停;保持
case LocomotionMode.Patrol:
TickPatrol();
break;
case LocomotionMode.Face:
_enemy.StopMovement();
_enemy.FaceTarget(_facePoint);
break;
case LocomotionMode.Approach:
if (_approachTarget != null) _enemy.MoveTo(_approachTarget.position);
break;
}
}
private void TickPatrol()
{
var nav = _enemy.Nav;
if (nav == null) return;
switch (_patrolStrategy)
{
case PatrolStrategy.Wander:
if (!nav.IsMoving) nav.WalkToRandom();
break;
// Pace / Waypoints:P6 实现
default:
if (!nav.IsMoving) nav.WalkToRandom();
break;
}
}
}
}
-
Step 2: 编译门 — count=0。
-
Step 3: 提交
git add Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs.meta
git commit -m "feat(enemy): 新增 EnemyLocomotion 执行器(Idle/Patrol-Wander/Face/Approach)"
Task 3: 缓存并暴露 EnemyBase.Locomotion
Files:
- Modify:
Assets/_Game/Scripts/Enemies/EnemyBase.cs(字段区 + Awake 获取 + 属性)
关键约束(已核实):
EnemyLocomotion在BaseGames.Enemies.Navigation程序集,该程序集引用BaseGames.Enemies;因此EnemyBase(在BaseGames.Enemies)不能引用具体类EnemyLocomotion(会造成循环依赖)。必须用接口IEnemyLocomotion(在BaseGames.AI,Enemies 已引用)+ 运行时GetComponent发现——与现有IPathAgent _nav(EnemyBase.cs:60,568)完全相同的模式。不要用[SerializeField]具体类型。
- Step 1: 加字段与属性(放在
_nav(约EnemyBase.cs:60)字段旁,同Nav属性风格约:216;确保文件已using BaseGames.AI;)
// 移动执行器(IEnemyLocomotion;由 EnemyLocomotion 在 Navigation 程序集实现)
protected IEnemyLocomotion _locomotion;
属性(放在 public IPathAgent Nav => _nav; 旁):
public IEnemyLocomotion Locomotion => _locomotion;
- Step 2: Awake 获取(紧邻
_nav = GetComponent<IPathAgent>() ?? new NullPathAgent();,约EnemyBase.cs:568)
_locomotion = GetComponentInChildren<IEnemyLocomotion>(true);
-
Step 3: 编译门 — count=0。
-
Step 4: 提交
git add Assets/_Game/Scripts/Enemies/EnemyBase.cs
git commit -m "feat(enemy): EnemyBase 缓存并暴露 Locomotion"
Task 4: 脚手架 PlaceE001 挂载 EnemyLocomotion 并绑定引用;重生成 prefab
Files:
-
Modify:
Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs(PlaceE001_CaoZhi 内) -
Step 1: 在 PlaceE001 里挂组件(
using BaseGames.Enemies;已在文件顶部)
在 var brain = GetOrAddComponent<EnemyAiBrain>(go); 之前插入(_locomotion 由 EnemyBase.Awake 经 GetComponentInChildren<IEnemyLocomotion> 自动发现,无需 AssignReference——它非序列化字段):
GetOrAddComponent<EnemyLocomotion>(go);
-
Step 2: 编译门 — count=0。
-
Step 3: 重生成 E001 prefab(脚手架为权威)
用 unity_execute_code 反射调用 PlaceAndSaveEnemyPrefab("ENM_CaoZhi", PlaceE001_CaoZhi, removeSceneInstance:true)(同既往做法)。注意此调用较慢、桥接可能短时超时,超时后 unity_editor_ping 等恢复再继续。
-
Step 4: 用 prefab 实例替换 TestRoomA 场景实例并保存(保留位置;
PrefabUtility.InstantiatePrefab,EditorSceneManager.SaveScene)。 -
Step 5: 验证 prefab 挂了 EnemyLocomotion
unity_execute_code:加载 prefab,断言 root.GetComponentInChildren<BaseGames.Enemies.EnemyLocomotion>(true) != null。(_locomotion 是运行时 GetComponentInChildren 发现的非序列化字段,故在 PlayMode(Task 5)验证 EnemyBase.Locomotion != null,此处只验组件存在。)
- Step 6: 提交
git add Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs Assets/_Game/Prefabs/Enemies/E001/ENM_CaoZhi.prefab Assets/_Game/Scenes/Testings/TestRoomA.unity
git commit -m "feat(scaffold): PlaceE001 挂载 EnemyLocomotion 并绑定引用,重生成 prefab"
Task 5: PlayMode 冒烟验证 EnemyLocomotion 独立可用
Files: 无(仅 MCP 验证)
-
Step 1: 进入 PlayMode,
unity_play_mode play,等待 ~3s。 -
Step 2: 直接驱动 locomotion(绕过 AI)并断言
unity_execute_code:
var e = UnityEngine.Object.FindObjectsOfType<BaseGames.Enemies.EnemyBase>(true).FirstOrDefault(x=>x.name.Contains("CaoZhi"));
var loco = e.Locomotion;
loco.Approach(e.PlayerTransform); // 让它朝玩家移动
return "mode=" + loco.CurrentMode; // 期望 Approach
等待 ~2s 后再断言 loco.IsMoving == true(或位置发生变化)。再 loco.SetMode(BaseGames.AI.LocomotionMode.Idle),断言随后 IsMoving == false。
-
Step 3: console 0 报错,
unity_console_log type=errorcount=0。 -
Step 4: 退出 PlayMode,
unity_play_mode stop。(无代码改动,无需提交。)
P3 — AI 改绑 locomotion 意图,删协程能力/IMover
执行顺序调整(Unity 全程序集编译约束): Unity 里测试程序集编译失败会阻断整个项目编译与 MCP 编译门,因此不能提交"编译红"的测试。P3 实际执行顺序改为 Task 7 → Task 8 → Task 6 → Task 9 → 10 → 11:先做接口切换(Task 7,含创建 FakeLocomotion 并修好现有
AiRuntimeTests/FakeAiContext),再做AddLocomotionState(Task 8),最后补PerceptionStateMachineTests(Task 6,此时全部类型已存在,测试应为绿——作为回归/特征测试,而非 red-first)。每次提交保持编译绿。
Task 6: 编写失败测试 — PerceptionStateMachine 状态设置正确 locomotion 意图
Files:
-
Create:
Assets/Tests/EditMode/AI/Fakes/FakeLocomotion.cs -
Modify:
Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs -
Create/Modify:
Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs -
Step 1: 创建 FakeLocomotion spy
using System.Collections.Generic;
using UnityEngine;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public sealed class FakeLocomotion : IEnemyLocomotion
{
public List<string> Calls = new List<string>();
public LocomotionMode CurrentMode { get; private set; }
public bool IsMoving { get; set; }
public void SetMode(LocomotionMode mode) { CurrentMode = mode; Calls.Add("SetMode:" + mode); }
public void Approach(Transform t) { CurrentMode = LocomotionMode.Approach; Calls.Add("Approach"); }
public void MoveTo(Vector2 p) { Calls.Add("MoveTo"); }
public void Face(Vector2 p) { CurrentMode = LocomotionMode.Face; Calls.Add("Face"); }
public void Stop() { CurrentMode = LocomotionMode.Idle; Calls.Add("Stop"); }
}
}
- Step 2: 在 FakeAiContext 用 Locomotion 替换 Mover
将 FakeAiContext 中 public FakeMover M ... / public IMover Mover => M; 替换为:
public FakeLocomotion L = new FakeLocomotion();
public IEnemyLocomotion Locomotion => L;
(FakeMover 类可整体删除。)
- Step 3: 写测试(先失败)——用一个最小
AiScript经PerceptionStateMachine构图,驱动到各态断言意图。因PerceptionStateMachine目前还是AddAbilityState,此测试会编译失败或断言失败。
using NUnit.Framework;
using BaseGames.AI;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.AI
{
public class PerceptionStateMachineTests
{
static AiGraph Graph()
{
var b = new BrainBuilder();
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
{
Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase",
Death = "Death", Entry = "Idle", Rest = "Patrol",
IdleMode = LocomotionMode.Idle,
PatrolMode = LocomotionMode.Patrol,
AlertMode = LocomotionMode.Face,
ChaseAbilityId = "chase",
});
return b.Build();
}
[Test]
public void IdleState_SetsIdleMode()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
Assert.AreEqual(LocomotionMode.Idle, ctx.L.CurrentMode);
}
[Test]
public void ChaseState_TriggersChaseAbility_NotLocomotionDirectly()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.InChaseZoneValue = true; // 见下方 FakeSensor 字段
rt.Tick(0.1f);
Assert.AreEqual("Chase", rt.CurrentStateName);
CollectionAssert.Contains(ctx.C.Calls, "UseAbility:chase");
}
}
}
(若 FakeSensor/FakeCombat 缺 InChaseZoneValue/Calls 字段,在其 Fake 中补上最小实现——见 Step 记录。)
-
Step 4: 运行 EditMode 测试,确认失败(Unity Test Runner → EditMode,或 MCP 运行测试)。期望:编译失败(
Config.IdleMode不存在)或断言失败。这是预期红。 -
Step 5: 提交测试(红)
git add Assets/Tests/EditMode/AI/Fakes/FakeLocomotion.cs Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs
git commit -m "test(ai): PerceptionStateMachine locomotion 意图测试(先失败)"
Task 7: 切换 IAiContext.Mover → Locomotion,删 IMover
Files:
-
Modify:
Assets/_Game/Scripts/AI/IAiContext.cs -
Delete:
Assets/_Game/Scripts/AI/IMover.cs(+meta) -
Modify:
Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs -
Modify:
Assets/Tests/EditMode/AI/AiRuntimeTests.cs -
Step 1: IAiContext 换成员
在 IAiContext.cs 把 IMover Mover { get; } 改为 IEnemyLocomotion Locomotion { get; }。
- Step 2: 删 IMover.cs
rm Assets/_Game/Scripts/AI/IMover.cs Assets/_Game/Scripts/AI/IMover.cs.meta
-
Step 3: EnemyBrainContext 实现 Locomotion,删 IMover 实现块
-
类声明去掉
IMover。 -
删除
// ---- IMover ----整段(MoveTo/FacePlayer/Stop/WalkRandom/LookAround/UseChaseSpeed/UsePatrolSpeed)。 -
把
public IMover Mover => this;改为public IEnemyLocomotion Locomotion => _enemy.Locomotion;。 -
Step 4: 修 AiRuntimeTests 里的
c.Mover.*引用——那些测试用 Mover 当通用副作用 spy,改用 Locomotion spy 语义: -
.Tick(c => c.Mover.WalkRandom())→.Tick(c => c.Locomotion.SetMode(LocomotionMode.Patrol)) -
.OnEnter(c => c.Mover.FacePlayer())→.OnEnter(c => c.Locomotion.Face(c.Sensor.LastKnown)) -
.OnExit(c => c.Mover.Stop())→.OnExit(c => c.Locomotion.Stop()) -
.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))→.Tick(c => c.Locomotion.MoveTo(c.Sensor.LastKnown)) -
.OnEnter(c => c.Mover.LookAround())→.OnEnter(c => c.Locomotion.SetMode(LocomotionMode.Idle)) -
断言里
ctx.M.Calls→ctx.L.Calls,字符串相应改(如"WalkRandom"→"SetMode:Patrol"、"FacePlayer"→"Face"、"Stop"→"Stop"、"LookAround"→"SetMode:Idle")。 -
Step 5: 编译门 — count=0。
-
Step 6: 提交
git add -A Assets/_Game/Scripts/AI Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs Assets/Tests/EditMode/AI/AiRuntimeTests.cs
git commit -m "refactor(ai): IAiContext.Mover→Locomotion,删除 IMover"
Task 8: PerceptionStateMachine 改 AddLocomotionState(让 Task 6 测试转绿)
Files:
-
Modify:
Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs -
Step 1: 重写 Config 与状态构建
Config 把 IdleAbilityId/PatrolAbilityId/AlertAbilityId 换成 locomotion 意图字段,保留 ChaseAbilityId:
public sealed class Config
{
public string Idle = "Idle", Patrol = "Patrol", Alert = "Alert",
Chase = "Chase", Death = "Death", Entry = "Idle", Rest = "Patrol";
public LocomotionMode IdleMode = LocomotionMode.Idle;
public LocomotionMode PatrolMode = LocomotionMode.Patrol;
public LocomotionMode AlertMode = LocomotionMode.Face; // 停+朝向玩家
public string ChaseAbilityId; // Chase 走能力
public string DeathAbilityId; // 通常留空
}
状态构建:Idle/Patrol/Alert 用 locomotion 意图;Chase 用能力;转换规则不变(照抄现有 .To(...).When(...))。新增私有助手:
static BrainBuilder.StateBuilder AddLocomotionState(BrainBuilder b, string state, LocomotionMode mode, bool facePlayer)
{
return b.State(state)
.OnEnter(x => Apply(x, mode, facePlayer))
.Tick(x => Apply(x, mode, facePlayer))
.OnExit(x => x.Locomotion.Stop());
}
static void Apply(IAiContext x, LocomotionMode mode, bool facePlayer)
{
if (facePlayer && x is IEnemyActor && x.Sensor != null)
{ /* Face 需玩家点,见下 */ }
switch (mode)
{
case LocomotionMode.Face: x.Locomotion.Face(x.Sensor.LastKnown); break;
default: x.Locomotion.SetMode(mode); break;
}
}
static BrainBuilder.StateBuilder AddAbilityState(BrainBuilder b, string state, string abilityId)
{
return b.State(state)
.OnEnter(x => EnsureAbility(x, abilityId))
.Tick(x => EnsureAbility(x, abilityId))
.OnExit(x => x.Combat.InterruptAbilities());
}
说明:Face 用 Sensor.LastKnown(EnemyBrainContext.Refresh 每帧更新为玩家位置),避免 AI 直接引用玩家 Transform;AddAbilityState 仅 Chase/Death 用。EnsureAbility/HasAlert 保持原实现。
Add(b,c):Idle/Patrol 用 AddLocomotionState(b, c.Idle, c.IdleMode, false) / (c.Patrol, c.PatrolMode, false),Alert 用 AddLocomotionState(b, c.Alert, c.AlertMode, true),Chase 用 AddAbilityState(b, c.Chase, c.ChaseAbilityId),Death 用 AddAbilityState(b, c.Death, c.DeathAbilityId)。转换 .To().When() 全部照抄现有。
-
Step 2: 运行 Task 6 的 EditMode 测试,转绿。期望
IdleState_SetsIdleMode与ChaseState_TriggersChaseAbilityPASS。 -
Step 3: 编译门 — count=0。
-
Step 4: 提交
git add Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs
git commit -m "refactor(ai): PerceptionStateMachine 状态改绑 locomotion 意图,测试转绿"
Task 9: E001CaoZhiAi 声明意图;ContactChaseAbility 用 Approach;删三协程能力/SO
Files:
-
Modify:
Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs -
Modify:
Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs -
Delete:
IdleAbility.cs、PatrolAbility.cs、AlertAbility.cs(+meta)、ABL_E001_Idle.asset、ABL_E001_Patrol.asset(+meta) -
Step 1: E001CaoZhiAi 用意图 Config
protected override void Build(BrainBuilder b)
{
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
{
Idle = "Idle_Disguise", Patrol = "Move_Patrol", Alert = "Alert",
Chase = "Chase", Death = "Death", Entry = "Idle_Disguise", Rest = "Move_Patrol",
IdleMode = LocomotionMode.Idle,
PatrolMode = LocomotionMode.Patrol,
AlertMode = LocomotionMode.Face,
ChaseAbilityId = "e001_chase",
});
}
(加 using BaseGames.AI; 若缺。)
- Step 2: ContactChaseAbility 内部改 Approach
把 ExecuteCoroutine 里的追击循环由 _enemy.MoveTo(_enemy.PlayerTransform.position) 改为经 locomotion:
- 起始:
if (_enemy.Nav != null && _enemy.Stats != null) _enemy.Nav.SetSpeed(_enemy.Stats.RunSpeed);保留即可(Approach 内也会设),并改追击循环体为:
_enemy.Locomotion.Approach(_enemy.PlayerTransform);
while (_enemy.PlayerTransform != null)
yield return null;
(Approach 每帧由 EnemyLocomotion.Update 维持朝玩家移动,能力不再逐帧 MoveTo。)CleanupChase() 保持(关接触伤害);OnInterrupted 里追加 _enemy.Locomotion.Stop();。删除 SetAiPhase(AiPhase.Chase) 行(P4 会统一删,但这里先删避免编译依赖 AiPhase;若 P4 未做,暂留由 P4 清)。
注:
SetAiPhase的删除统一在 P4;本 Task 若 AiPhase 尚存则保留该行,Approach 改造与之无关。
- Step 3: 删三协程能力与两个 SO
rm Assets/_Game/Scripts/Enemies/Abilities/IdleAbility.cs Assets/_Game/Scripts/Enemies/Abilities/IdleAbility.cs.meta
rm Assets/_Game/Scripts/Enemies/Abilities/PatrolAbility.cs Assets/_Game/Scripts/Enemies/Abilities/PatrolAbility.cs.meta
rm Assets/_Game/Scripts/Enemies/Abilities/AlertAbility.cs Assets/_Game/Scripts/Enemies/Abilities/AlertAbility.cs.meta
rm Assets/_Game/Data/Enemies/E001/Abilities/ABL_E001_Idle.asset Assets/_Game/Data/Enemies/E001/Abilities/ABL_E001_Idle.asset.meta
rm Assets/_Game/Data/Enemies/E001/Abilities/ABL_E001_Patrol.asset Assets/_Game/Data/Enemies/E001/Abilities/ABL_E001_Patrol.asset.meta
(ABL_E001_Alert.asset 是否删见 Task 10:Alert 不再是能力,其 SO 也应删;此处一并 rm 它 +meta。)
-
Step 4: 编译门 — count=0(若报 AiPhase 相关错,说明 Step 2 注保留项处理不当,回退保留
SetAiPhase行)。 -
Step 5: 提交
git add -A Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs Assets/_Game/Scripts/Enemies/Abilities Assets/_Game/Data/Enemies/E001/Abilities
git commit -m "refactor(ai): E001 状态改声明 locomotion 意图;Chase 走 Approach;删三协程能力/SO"
Task 10: 脚手架 PlaceE001 去三能力子节点;重生成 prefab;替换场景实例
Files:
-
Modify:
Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs(PlaceE001) -
Step 1: 删掉 IdleAbility_Idle/PatrolAbility_Patrol/AlertAbility_Alert 三节点创建与其 AssignAsset——回到只有
ContactChaseAbility_Chase(保留其_config=ABL_E001_Chase与_contactDamage绑定)。删除对应的GetOrAddComponent<IdleAbility>/PatrolAbility/AlertAbility与AssignAsset(...ABL_E001_Idle/Patrol/Alert...)行。 -
Step 2: 编译门 — count=0。
-
Step 3: 重生成 prefab(反射调
PlaceAndSaveEnemyPrefab("ENM_CaoZhi", PlaceE001_CaoZhi, removeSceneInstance:true),超时则等桥接恢复)。 -
Step 4: 替换 TestRoomA 场景实例并保存(同 Task 4 Step 4)。
-
Step 5: 验证 prefab 只剩 ContactChaseAbility,且挂了 EnemyLocomotion(
unity_execute_code断言GetComponentsInChildren<EnemyAbilityBase>()只含ContactChaseAbility;EnemyLocomotion存在)。 -
Step 6: 提交
git add Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs Assets/_Game/Prefabs/Enemies/E001/ENM_CaoZhi.prefab Assets/_Game/Scenes/Testings/TestRoomA.unity
git commit -m "refactor(scaffold): PlaceE001 去三协程能力子节点,重生成 prefab"
Task 11: PlayMode 验证 E001 四态经 locomotion 驱动
Files: 无
-
Step 1: PlayMode play,等 ~3s。
-
Step 2: 玩家在近处 → 断言 Chase:
state=Chase、Locomotion.CurrentMode=Approach、ContactChaseAbility running=true、接触伤害在追击时开启。 -
Step 3: 把敌人移到远处(80,5),等 ~3s → 断言 de-escalation:
state=Move_Patrol、Locomotion.CurrentMode=Patrol、敌人在游走(位置变化 / IsMoving)。 -
Step 4: 断言 AI 脚本零 actuation:确认
E001CaoZhiAi/PerceptionStateMachine源码不含 velocity/朝向实现(人工核对 + grep:rg -n "velocity|MovePosition|transform\.position\s*=" Assets/_Game/Scripts/Enemies/AIBrain期望 0 命中)。 -
Step 5: console 0 报错;退出 PlayMode。(无代码改动,无需提交。)
P4 — 删 AiPhase,动画由 locomotion 驱动
Task 12: EnemyLocomotion 驱动步态动画
Files:
-
Modify:
Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs -
参考:
Assets/_Game/Scripts/Enemies/EnemyAnimationConfigSO.cs(Idle/Walk/Run/Alertclip 字段) -
Step 1: 在 EnemyLocomotion 缓存 Animancer + AnimConfig,按模式播步态
Awake 里取 _enemy.Animancer 与 AnimConfig(经 EnemyBase 暴露的 _animConfig 访问器;若无访问器,在 EnemyBase 加 public EnemyAnimationConfigSO AnimConfig => _animConfig;)。在模式切换时播对应 clip:
void PlayGait(LocomotionMode mode)
{
if (_animancer == null || _animConfig == null) return;
var clip = mode switch
{
LocomotionMode.Idle => _animConfig.Idle,
LocomotionMode.Patrol => _animConfig.Walk,
LocomotionMode.Face => _animConfig.Alert,
LocomotionMode.Approach => _animConfig.Run,
_ => null,
};
if (clip != null) _animancer.Play(clip);
}
在 SetMode/Approach/Face/Stop 模式变化处调用 PlayGait(_mode)(仅在模式真正变化时,避免每帧重播)。
-
Step 2: 编译门 — count=0。
-
Step 3: 提交
git add Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs Assets/_Game/Scripts/Enemies/EnemyBase.cs
git commit -m "feat(enemy): EnemyLocomotion 按模式驱动步态动画(Idle/Walk/Alert/Run)"
Task 13: 删除 AiPhase 枚举与 SetAiPhase,迁移调用点
Files:
-
Delete:
Assets/_Game/Scripts/Enemies/AiPhase.cs(+meta) -
Modify:
EnemyBase.cs(删SetAiPhase/_currentAiPhase/CurrentAiPhase/OnAiPhaseChanged/_autoPlayPhaseAnimation/phase→clip switch) -
Modify: 所有能力里的
SetAiPhase(...)调用(ContactChaseAbility、AppearAbility、AnimatedCeilingDropAbility等) -
Modify:
ReceiveAlert的判据;gizmo/EnemyDebugOverlay读 AiPhase 处 -
Step 1: 先移除所有
SetAiPhase(...)调用——grep 定位:rg -n "SetAiPhase|CurrentAiPhase|AiPhase\.|OnAiPhaseChanged" Assets/_Game/Scripts。逐处删除或替换:- 能力里
_enemy.SetAiPhase(AiPhase.X)直接删(动画已由 locomotion/能力自身 clip 驱动)。 ReceiveAlert中if (CurrentAiPhase == Chase || Combat) return;的"已交战不降级"判据,改为读 AI 状态:新增EnemyBase.IsEngaged(由EnemyAiBrain暴露当前状态名是否为 Chase/攻击态)或简单bool _engaged由 Chase 能力 Execute/结束时置位。选后者:ContactChaseAbility起始_enemy.SetEngaged(true),CleanupChase里_enemy.SetEngaged(false);EnemyBase加bool IsEngaged+SetEngaged。- gizmo/overlay 读 phase 处改读
EnemyAiBrain当前状态名(Brain已暴露)或删可视化。
- 能力里
-
Step 2: 删 EnemyBase 内 AiPhase 成员与 phase→clip switch(
SetAiPhase方法体、字段、事件、_autoPlayPhaseAnimation)。 -
Step 3: 删 AiPhase.cs
rm Assets/_Game/Scripts/Enemies/AiPhase.cs Assets/_Game/Scripts/Enemies/AiPhase.cs.meta
-
Step 4: 编译门 — count=0(把所有残留
AiPhase引用清干净)。 -
Step 5: PlayMode 回归:E001 四态动画正确(待机=Idle、巡逻=Walk、警觉=Alert、追击=Run),受击/死亡 clip 能压过步态;console 0 报错。
-
Step 6: 提交
git add -A Assets/_Game/Scripts/Enemies
git commit -m "refactor(enemy): 删除 AiPhase 影子层,动画统一由 locomotion/反应态/能力驱动"
P5 — EnemyStatsSO 死字段清理 + 速度单一来源
Task 14: 删死字段,速度经 Locomotion 单一来源
Files:
-
Modify:
Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs -
Modify:
Assets/_Game/Scripts/Enemies/EnemyMovement.cs(删_config速度直读) -
Modify:
Assets/_Game/Scripts/Enemies/EnemyStats.cs(删对应 pass-through 属性) -
Step 1: 先 grep 确认无运行期读取——对每个待删字段跑:
rg -n "AttackDamage|AttackRange|DetectRange|DetectAngleDeg|EyeOffset|LOSBlockingMask|AlertDuration|InvestigateDuration|KnockbackForce|HitStunDuration|heavyHitThreshold" Assets/_Game/Scripts。确认仅 Editor bestiary/gizmo 引用(这些一并处理或保留 gizmo 用的最小项)。 -
Step 2: 删字段——从
EnemyStatsSO.cs删除:AttackDamage、AttackRange、DetectRange、DetectAngleDeg、EyeOffset、LOSBlockingMask、AlertDuration、InvestigateDuration、KnockbackForce、HitStunDuration、HitTierConfig.heavyHitThreshold。同步删EnemyStats.cs对应 pass-through 属性(若有 reader 则改指向留存字段)。Editor 里引用被删字段处(EnemyModule.csbestiary 显示)改为不显示或显示DamageSourceSO/sensor 槽的权威值。 -
Step 3: EnemyMovement 速度单一来源——删
EnemyMovement内对EnemyStatsSO _config的速度直读(_config.WalkSpeed/RunSpeed处),改由EnemyLocomotion/Nav.SetSpeed提供的PendingInput.MoveSpeed驱动;_config若仅用于速度则整个移除该序列化引用。 -
Step 4: 编译门 — count=0。
-
Step 5: PlayMode 回归:E001 巡逻速度=WalkSpeed、追击速度=RunSpeed,行为不变;console 0 报错。
-
Step 6: 提交
git add -A Assets/_Game/Scripts/Enemies
git commit -m "refactor(enemy): 删 EnemyStatsSO ~11 个死字段,速度单一来源"
P6 — 巡逻策略补全(Pace / Waypoints)
Task 15: 实现 Pace(撞墙/悬崖翻向踱步)
Files:
-
Modify:
Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs -
Step 1: 加 Pace 参数与逻辑——参照已删
BD_Patrol的踱步语义(MoveInDirection(_dir)每帧,遇IsWallAhead || IsLedgeAhead翻向)。EnemyLocomotion 加int _paceDir = 1;与序列化的墙/崖检测引用(复用EnemyMovement的IsWallAhead/IsLedgeAhead若存在;否则用WallDetector):
case PatrolStrategy.Pace:
if (_enemy.Movement != null &&
(_enemy.Movement.IsWallAhead || _enemy.Movement.IsLedgeAhead))
_paceDir = -_paceDir;
_enemy.MoveInDirection(_paceDir);
break;
(若 EnemyBase.Movement/IsWallAhead/IsLedgeAhead/MoveInDirection 命名不同,按实际签名调整——实现前先 grep 确认。)
-
Step 2: 编译门 — count=0。
-
Step 3: EditMode/PlayMode 验证——把 E001(或一测试敌人)
_patrolStrategy=Pace,PlayMode 观察其在平台上来回踱步、遇墙/崖翻向。 -
Step 4: 提交
git add Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs
git commit -m "feat(enemy): EnemyLocomotion 巡逻策略 Pace(撞墙/悬崖翻向踱步)"
Task 16: 实现 Waypoints(路点序列巡逻)
Files:
-
Modify:
Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs -
Step 1: 加 Waypoints 参数与逻辑——参照已删
BD_PatrolWaypoints(有序Transform[]/Vector2[],loop 或 ping-pong,MoveTo(waypoint)到达推进 index):
[Header("Waypoints 策略")]
[SerializeField] private Transform[] _waypoints;
[SerializeField] private bool _pingPong;
private int _wpIndex; private int _wpDir = 1;
// TickPatrol 的 Waypoints 分支:
case PatrolStrategy.Waypoints:
if (_waypoints != null && _waypoints.Length > 0)
{
var nav = _enemy.Nav;
if (nav != null && !nav.IsMoving)
{
AdvanceWaypoint();
_enemy.MoveTo(_waypoints[_wpIndex].position);
}
}
break;
AdvanceWaypoint():loop 时 _wpIndex = (_wpIndex+1) % len;ping-pong 时到端点翻 _wpDir。
-
Step 2: 编译门 — count=0。
-
Step 3: PlayMode 验证——放置带 2-3 个路点的测试敌人,观察按序巡逻 + loop/ping-pong。
-
Step 4: 提交
git add Assets/_Game/Scripts/Enemies/Navigation/EnemyLocomotion.cs
git commit -m "feat(enemy): EnemyLocomotion 巡逻策略 Waypoints(路点序列 loop/ping-pong)"
收尾
Task 17: 全量自检 + 更新记忆
- Step 1: 运行项目自检(CLAUDE.md §3):
Validate All ScriptableObjects、Validate Address Keys、Physics2D Layer Matrix Check——期望全绿。 - Step 2: 最终 PlayMode 全链回归:E001 待机(伪装)→巡逻→警觉→追击(接触伤害)→死亡 + de-escalation,console 0 报错。
- Step 3: grep 确认清理彻底:
rg -n "AiPhase|IMover|IdleAbility|PatrolAbility|AlertAbility|WalkRandom\(\)" Assets/_Game/Scripts仅剩预期(如Nav.WalkToRandom属正常)。 - Step 4: 更新记忆
ai_decision_only_delegates_abilities.md/enemy_nav_movement_architecture.md:记录 Model A 已被 EnemyLocomotion 取代、执行层单一化、AiPhase 已删。
Self-Review(作者已核对)
- Spec 覆盖:§3.1 EnemyLocomotion→P2/Task2;§3.2 AI 用法→P3/Task8-9;§3.3 删 AiPhase→P4;§3.4 Stats→P5;§4 E002-E06 范式→文档(不实现);§5 分期→P2-P6;§6 测试→各 Task 的 EditMode/PlayMode 步骤;§7 飞行缺口→不实现(记录在案)。P1 已完成。
- 占位符:无 TBD/TODO;每个代码步给出实际代码;对"实现前需按实际签名 grep 确认"的动态点已显式标注(Pace/Waypoints 依赖 EnemyMovement 现有 API)。
- 类型一致:
IEnemyLocomotion(Task1) 全程一致使用;LocomotionMode值 Idle/Patrol/Face/Approach 贯穿;Config字段IdleMode/PatrolMode/AlertMode/ChaseAbilityId(Task8) 与 E001 用法(Task9) 一致;FakeLocomotion(Task6) 与 IAiContext.Locomotion(Task7) 匹配。 - 已知风险点:飞行怪走 FlyingDirectNavigator(本计划 E001 为地面怪,不触发飞行分支,飞行接入留待 E002-E06 落地时按 spec §7)。