Files
zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_WalkRandom.cs
Joywayer bcd8b0e90b feat: Update enemy AI and movement systems
- 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.
2026-05-29 17:01:59 +08:00

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#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// 动作:随机游走(调用 NavAgent.SetRandomDestination
/// 到达目的地后立即选下一个随机点,持续 Running。
/// 常用于巡逻 fallback 或无路点的小怪。
/// </summary>
[TaskName("Walk Random")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("随机游走:持续选取随机目的地导航(常用于待机巡逻兜底)")]
public sealed class BD_WalkRandom : Action
{
[Tooltip("尝试选取随机点的次数")]
[SerializeField] private int m_RetryCount = 5;
private EnemyBase _enemy;
public override void OnAwake() => _enemy = gameObject.GetComponent<EnemyBase>();
public override void OnStart()
{
_enemy.SetAiPhase(AiPhase.Patrol);
TryWalk();
}
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (_enemy.Nav?.IsAtDestination() ?? true) TryWalk();
return TaskStatus.Running;
}
public override void OnEnd() => _enemy?.StopMovement();
private void TryWalk()
{
for (int i = 0; i < m_RetryCount; i++)
if (_enemy.Nav?.WalkToRandom() ?? false) break;
}
}
}
#endif