- Enhanced Physics2D layer collision report with new interactions between Player and Enemy layers. - Refactored BD_InvestigateLastKnown to streamline animation handling and improve readability. - Simplified BD_MaintainCombatDistance by consolidating movement stop logic. - Updated BD_MoveToPlayer to set AI phase on start. - Improved BD_Patrol logic with better handling of stuck states and path failures. - Enhanced BD_PatrolWaypoints to manage stuck conditions and retry logic more effectively. - Refined BD_ReturnToHome to remove unnecessary animation calls. - Updated BD_WalkRandom to ensure AI phase is set correctly on start. - Improved EnemyAbilityBase to delegate target facing to the movement system. - Enhanced EnemyBase with new movement methods for better control. - Refactored EnemyMovement to introduce a new input system for handling movement and facing. - Added EnemyMoveInput struct to encapsulate movement intentions. - Updated Physics2DSettings to reflect new layer collision matrix. - Introduced RTK CLI instructions for optimized command usage.
44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
#if GRAPH_DESIGNER
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using BaseGames.Enemies;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Action:移向玩家。
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/// OnStart 从 EnemyBase.PlayerTransform 获取玩家引用(由 _onPlayerSpawned 事件缓存,
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/// 避免 FindWithTag 全场景扫描)。OnUpdate 每帧更新导航目标。
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/// </summary>
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[TaskName("Move To Player")]
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[TaskCategory("BaseGames/Enemy/Movement")]
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[TaskDescription("持续向玩家方向移动,失去视线或超出追踪距离返回 Failure")]
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public class BD_MoveToPlayer : Action
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{
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private EnemyBase _enemy;
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public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
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public override void OnStart()
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{
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_enemy.SetAiPhase(AiPhase.Chase);
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}
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public override TaskStatus OnUpdate()
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{
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if (_enemy == null) return TaskStatus.Failure;
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if (_enemy.PlayerTransform == null) return TaskStatus.Failure;
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_enemy.MoveTo(_enemy.PlayerTransform.position);
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_enemy.FacePlayer();
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return TaskStatus.Running;
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}
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public override void OnEnd()
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{
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_enemy?.StopMovement();
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}
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}
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}
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#endif
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