- 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.
78 lines
3.1 KiB
C#
78 lines
3.1 KiB
C#
#if GRAPH_DESIGNER
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using UnityEngine;
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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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using BaseGames.Enemies.Perception;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Action:来回踱步巡逻——持续向当前方向移动,遇墙或悬崖时自动翻转方向。
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/// 转向检测依赖 EnemySensorHub 的 "wall_ahead" / "ledge" 槽(SensorToolkit)。
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///
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/// 若需要按预设路点顺序巡逻,请使用 <see cref="BD_PatrolWaypoints"/>(支持 Transform 引用和内联坐标)。
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/// </summary>
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[TaskName("Patrol (Pace)")]
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[TaskCategory("BaseGames/Enemy/Movement")]
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[TaskDescription("来回踱步巡逻:遇墙或悬崖自动翻转方向(需配置 EnemySensorHub wall_ahead / ledge 槽)")]
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public class BD_Patrol : Action
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{
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private EnemyBase _enemy;
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private EnemySensorHub _hub;
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private float _dir = 1f;
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private float _flipCooldown; // 翻转后短暂冷却,等待 RaySensor2D 刷新到新朝向
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// 缓存:SensorHub 中对应槽位是否已配置(Awake 时查询一次,避免每帧 Dictionary 查找)
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private bool _hasWallSensor;
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private bool _hasEdgeSensor;
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public override void OnAwake()
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{
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_enemy = GetComponent<EnemyBase>();
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_hub = GetComponent<EnemySensorHub>();
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_hasWallSensor = _hub != null && _hub.Get(SensorSlotNames.WallAhead) != null;
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_hasEdgeSensor = _hub != null && _hub.Get(SensorSlotNames.Ledge) != null;
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}
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public override void OnStart()
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{
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_enemy?.SetAiPhase(AiPhase.Patrol);
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// 与敌人实际朝向同步,防止任务重入时 _dir 与朝向不符(如战斗后朝向已改变)
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if (_enemy?.Movement != null)
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_dir = _enemy.Movement.FacingDirection;
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_flipCooldown = 0f;
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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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// 翻转冷却期间跳过传感器检测(等待 RaySensor2D 在新朝向完成刷新)
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if (_flipCooldown > 0f)
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_flipCooldown -= Time.deltaTime;
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else if (ShouldFlip())
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{
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_dir = -_dir;
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_flipCooldown = 0.1f; // ~6 帧缓冲(60 fps),防止传感器残留信号导致抖动
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}
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_enemy.MoveInDirection(_dir);
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return TaskStatus.Running;
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}
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public override void OnEnd() => _enemy?.StopMovement();
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private bool ShouldFlip()
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{
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// 转身进行中时不重复检测,防止 _dir 在转身期间被传感器残留信号反复翻转
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if (_enemy.Movement != null && _enemy.Movement.IsTurning) return false;
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bool wallHit = _hasWallSensor && _hub.HasAnyDetection(SensorSlotNames.WallAhead);
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bool edgeHit = _hasEdgeSensor && _hub.HasAnyDetection(SensorSlotNames.Ledge);
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return wallHit || edgeHit;
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}
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}
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}
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#endif
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