- 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.
466 lines
20 KiB
C#
466 lines
20 KiB
C#
using System;
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using System.Collections;
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using Animancer;
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using UnityEngine;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// 敌人移动组件(架构 07_EnemyModule §3)。
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/// 实现:水平移动、面向目标、击退,以及导航连接段穿越(<see cref="INavLinkHandler"/>)。
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///
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/// 作为 <see cref="INavLinkHandler"/> 处理 Jump / Fall 两种 NavLink 类型:
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/// - 跳跃连接(Jump):调用 <see cref="JumpToTarget"/> 施加物理冲量,等待落地后通知完成
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/// - 下落连接(Fall) :水平对准目标X,让重力自然下坠,到达目标Y附近通知完成
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/// 没有 EnemyMovement 组件(或 Jump 能力被移除)的敌人将无法通过跳跃连接,
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/// 路径代价保持 TransformBasedMovement 兜底(仍可跳,但无自定义动画/物理)。
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///
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/// ⚠️ 使用 Rigidbody2D.velocity(Unity 2022 LTS)。
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/// </summary>
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[RequireComponent(typeof(Rigidbody2D))]
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public class EnemyMovement : MonoBehaviour, INavLinkHandler
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{
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[SerializeField] private EnemyStatsSO _config;
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[SerializeField] private SpriteRenderer _spriteRenderer;
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[Header("转身动画")]
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[Tooltip("开启后,敌人翻转方向时播放转身动画并暂停水平移动,动画结束后完成翻转")]
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[SerializeField] private bool _enableTurnAnimation = false;
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[Tooltip("Animancer 组件引用;留空则在 Awake 时自动从父级查找")]
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[SerializeField] private AnimancerComponent _animancer;
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[Tooltip("动画配置 SO;留空则在 Awake 时自动从 EnemyBase 读取")]
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[SerializeField] private EnemyAnimationConfigSO _animConfig;
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[Header("导航跳跃能力(INavLinkHandler)")]
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[Tooltip("可处理的最大跳跃垂直高度(超出则让 TBM 兜底)")]
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[SerializeField] private float _navJumpMaxHeight = 6f;
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[Tooltip("可处理的最大跳跃水平距离")]
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[SerializeField] private float _navJumpMaxDist = 10f;
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[Tooltip("地面检测射线长度(用于判断跳跃是否落地)")]
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[SerializeField] private float _groundCheckDist = 0.35f;
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[Tooltip("地面层 LayerMask")]
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[SerializeField] private LayerMask _groundMask;
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private Rigidbody2D _rb;
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private int _facingDir = 1;
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private Coroutine _linkCoroutine;
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// ── 转身状态 ────────────────────────────────────────────────────────
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private bool _isTurning;
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private int _pendingFacingDir; // 转身目标方向,转身完成后 ApplyFacingFlip 使用
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private Coroutine _turnCoroutine;
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// ── 输入信号(BD 任务在 Update 写入,FixedUpdate 消费后自动清零)──
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public EnemyMoveInput PendingInput;
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public bool IsGrounded { get; private set; }
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/// <summary>当前朝向:1 = 右,-1 = 左。</summary>
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public int FacingDirection => _facingDir;
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/// <summary>当前是否正在播放转身动画(移动输入在此期间被屏蔽)。</summary>
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public bool IsTurning => _isTurning;
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#if UNITY_EDITOR
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[Header("── 运行时调试(仅 Editor)──")]
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[SerializeField] private int _dbg_FacingDirection;
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[SerializeField] private float _dbg_VelocityX;
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[SerializeField] private float _dbg_VelocityY;
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[SerializeField] private bool _dbg_IsGrounded;
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[SerializeField] private bool _dbg_IsTurning;
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[Header("── 输入信号(仅 Editor)──")]
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[SerializeField] private float _dbg_Input_MoveDir;
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[SerializeField] private float _dbg_Input_MoveSpeed;
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[SerializeField] private bool _dbg_Input_WantStop;
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[SerializeField] private bool _dbg_Input_WantFace;
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[SerializeField] private Vector2 _dbg_Input_FaceTargetPos;
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[SerializeField] private int _dbg_Input_FaceDir;
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#endif
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// ── INavLinkHandler ────────────────────────────────────────────
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private static readonly NavLinkType[] _handledTypes =
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new[] { NavLinkType.Jump, NavLinkType.Fall };
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public NavLinkType[] HandledLinkTypes => _handledTypes;
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public bool CanHandleLink(NavLinkType type, Vector2 linkStart, Vector2 linkEnd)
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{
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if (type == NavLinkType.Jump)
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{
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float dy = Mathf.Abs(linkEnd.y - linkStart.y);
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float dx = Mathf.Abs(linkEnd.x - linkStart.x);
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return dy <= _navJumpMaxHeight && dx <= _navJumpMaxDist;
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}
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return true; // Fall 总是可以处理
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}
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public void BeginLinkTraversal(NavLinkType type, Vector2 linkStart, Vector2 linkEnd, Action onComplete)
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{
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CancelTurn(); // 进入连接段前中止任何进行中的转身
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if (_linkCoroutine != null) StopCoroutine(_linkCoroutine);
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_linkCoroutine = type == NavLinkType.Jump
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? StartCoroutine(JumpLinkCoroutine(linkStart, linkEnd, onComplete))
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: StartCoroutine(FallLinkCoroutine(linkStart, linkEnd, onComplete));
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}
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public void AbortLinkTraversal()
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{
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if (_linkCoroutine != null) { StopCoroutine(_linkCoroutine); _linkCoroutine = null; }
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CancelTurn();
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StopHorizontal();
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}
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private IEnumerator JumpLinkCoroutine(Vector2 start, Vector2 end, Action onComplete)
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{
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JumpToTarget(end);
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yield return null; // 等一帧让 velocity 生效
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// 等待离地后落地(超时 3s 防死锁)
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float timer = 0f;
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bool leftGround = false;
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while (timer < 3f)
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{
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timer += Time.fixedDeltaTime;
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yield return new WaitForFixedUpdate();
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if (!leftGround && !IsGroundedCheck()) { leftGround = true; }
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if (leftGround && IsGroundedCheck()) break;
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}
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StopHorizontal();
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_linkCoroutine = null;
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onComplete?.Invoke();
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}
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private IEnumerator FallLinkCoroutine(Vector2 start, Vector2 end, Action onComplete)
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{
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// 水平对准目标
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float dx = end.x - (float)transform.position.x;
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if (Mathf.Abs(dx) > 0.15f) MoveHorizontal(Mathf.Sign(dx));
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// 等待接近目标Y(重力驱动下落)
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float timer = 0f;
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while (timer < 3f)
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{
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timer += Time.fixedDeltaTime;
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yield return new WaitForFixedUpdate();
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if (IsGroundedCheck() && Mathf.Abs(_rb.position.y - end.y) < 0.6f) break;
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}
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StopHorizontal();
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_linkCoroutine = null;
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onComplete?.Invoke();
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}
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private bool IsGroundedCheck() =>
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Physics2D.Raycast(_rb.position, Vector2.down, _groundCheckDist, _groundMask);
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private void Awake()
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{
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Debug.Assert(_config != null, "[EnemyMovement] _config 未赋值,请在 Prefab Inspector 中指定 EnemyStatsSO。", this);
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_rb = GetComponent<Rigidbody2D>();
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// 从 Sprite 或 localScale 的初始状态推断朝向,并统一切换为 localScale 翻转。
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// 这样子对象(含 RaySensor2D)会随 localScale 正确翻转,不再依赖 flipX。
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if (_spriteRenderer != null)
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{
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// 两个信号均可能携带初始朝向信息:flipX 或 localScale.x < 0,
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// XOR 组合:恰好一个翻转 → 面左;两个都翻(互相抵消)→ 面右。
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bool flippedBySprite = _spriteRenderer.flipX;
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bool flippedByScale = transform.localScale.x < 0f;
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_facingDir = (flippedBySprite ^ flippedByScale) ? -1 : 1;
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_spriteRenderer.flipX = false; // 后续由 localScale 驱动,避免双重镜像
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Vector3 s = transform.localScale;
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transform.localScale = new Vector3(Mathf.Abs(s.x) * _facingDir, s.y, s.z);
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}
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else
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{
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_facingDir = transform.localScale.x >= 0f ? 1 : -1;
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}
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if (_enableTurnAnimation)
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{
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if (_animancer == null) _animancer = GetComponentInParent<AnimancerComponent>(true);
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if (_animConfig == null)
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{
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var enemyBase = GetComponentInParent<EnemyBase>(true);
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if (enemyBase != null) _animConfig = enemyBase.AnimConfig;
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}
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}
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}
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private void OnDisable()
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{
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// 持久信号在对象禁用时必须清零,防止重新启用时继承残留移动状态。
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PendingInput = default;
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StopHorizontal();
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}
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private void FixedUpdate()
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{
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IsGrounded = IsGroundedCheck();
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#if UNITY_EDITOR
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_dbg_Input_MoveDir = PendingInput.MoveDir;
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_dbg_Input_MoveSpeed = PendingInput.MoveSpeed;
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_dbg_Input_WantStop = PendingInput.WantStop;
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_dbg_Input_WantFace = PendingInput.WantFace;
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_dbg_Input_FaceTargetPos = PendingInput.FaceTargetPos;
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_dbg_Input_FaceDir = PendingInput.FaceDir;
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#endif
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ConsumeInput();
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#if UNITY_EDITOR
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_dbg_FacingDirection = _facingDir;
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_dbg_VelocityX = _rb != null ? _rb.velocity.x : 0f;
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_dbg_VelocityY = _rb != null ? _rb.velocity.y : 0f;
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_dbg_IsGrounded = IsGrounded;
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_dbg_IsTurning = _isTurning;
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#endif
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}
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private void ConsumeInput()
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{
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// ── 一次性脉冲:消费后清零 ─────────────────────────────────────
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// WantStop / WantFace 只需写一次,消费后自动清除,
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// 避免 BD 任务每帧续写而产生的不必要开销。
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bool wantStop = PendingInput.WantStop;
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bool wantFace = PendingInput.WantFace;
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int faceDir = PendingInput.FaceDir;
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var facePosSnapshot = PendingInput.FaceTargetPos;
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PendingInput.WantStop = false;
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PendingInput.WantFace = false;
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// ── 持久字段:MoveDir / MoveSpeed 不清零 ─────────────────────
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// 解决 FixedUpdate 频率 > Update 频率时的空帧问题:
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// 两次 Update 之间如果 FixedUpdate 多执行一次,之前写入的 MoveDir
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// 仍然有效,不会产生意外的 StopHorizontal。
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if (wantStop)
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{
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PendingInput.MoveDir = 0f;
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PendingInput.MoveSpeed = 0f;
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StopHorizontal();
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}
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else if (PendingInput.MoveDir != 0f)
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{
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if (PendingInput.MoveSpeed > 0f)
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MoveWithSpeed(PendingInput.MoveDir, PendingInput.MoveSpeed);
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else
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MoveHorizontal(PendingInput.MoveDir);
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}
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if (wantFace && !_isTurning)
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{
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if (faceDir != 0)
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UpdateFacing(faceDir > 0 ? 1f : -1f);
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else
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FaceTarget(facePosSnapshot);
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}
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}
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/// <summary>按 SO 配置速度水平移动。dir: +1 右 / -1 左 / 0 停止。转身动画期间调用无效。</summary>
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public void MoveHorizontal(float dir)
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{
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if (_isTurning) return;
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var vel = _rb.velocity;
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vel.x = dir * _config.WalkSpeed;
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_rb.velocity = vel;
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UpdateFacing(dir);
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}
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/// <summary>显式指定速度(BD 追击任务调用)。转身动画期间调用无效。</summary>
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public void MoveWithSpeed(float dir, float speed)
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{
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if (_isTurning) return;
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var vel = _rb.velocity;
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vel.x = dir * speed;
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_rb.velocity = vel;
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UpdateFacing(dir);
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}
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/// <summary>朝向指定世界坐标(通常传入玩家位置)。</summary>
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public void FaceTarget(Vector2 targetPos)
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{
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float dir = targetPos.x < transform.position.x ? -1f : 1f;
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UpdateFacing(dir);
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}
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/// <summary>
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/// 直接指定朝向方向。dir: +1 = 右,-1 = 左。
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/// 若启用转身动画且方向确实改变,会触发转身流程。
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/// </summary>
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public void FaceDirection(int dir)
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{
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if (dir == 0) return;
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UpdateFacing(dir > 0 ? 1f : -1f);
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}
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/// <summary>朝向右方(+X)。</summary>
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public void FaceRight() => FaceDirection(1);
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/// <summary>朝向左方(-X)。</summary>
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public void FaceLeft() => FaceDirection(-1);
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public void ApplyKnockback(Vector2 dir, float force)
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{
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_rb.velocity = dir.normalized * force;
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}
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/// <summary>
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/// 击飞冲量:向上 + 沿受击反方向水平。
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/// sourceDir 为伤害来源朝向(通常是 DamageInfo.KnockbackDirection),横向取其反方向。
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/// </summary>
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/// <param name="sourceDir">来袭方向(已归一化)</param>
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/// <param name="horzForce">水平冲量大小</param>
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/// <param name="upForce">纵向冲量大小</param>
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public void LaunchKnockup(Vector2 sourceDir, float horzForce, float upForce)
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{
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if (_rb == null) return;
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float horzSign = sourceDir.x >= 0f ? -1f : 1f; // 反方向弹飞
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_rb.velocity = new Vector2(horzSign * horzForce, upForce);
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}
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public void StopHorizontal()
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{
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var vel = _rb.velocity;
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vel.x = 0f;
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_rb.velocity = vel;
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}
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/// <summary>
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/// 向目标位置抖跃(抛物线累加填充)。
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/// 计算初速使尔子到达目标,用 Impulse 施加力。
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/// </summary>
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public void JumpToTarget(Vector2 target)
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{
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if (_rb == null) return;
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Vector2 delta = target - (Vector2)transform.position;
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float gravMag = Mathf.Abs(Physics2D.gravity.y * _rb.gravityScale);
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float timeAloft = Mathf.Max(0.1f, delta.x != 0f
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? Mathf.Abs(delta.x) / _config.RunSpeed
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: 0.5f);
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float vy = (delta.y - 0.5f * (-gravMag) * timeAloft * timeAloft) / timeAloft;
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float vx = delta.x / timeAloft;
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_rb.velocity = new Vector2(vx, vy);
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UpdateFacing(vx);
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}
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private void UpdateFacing(float dir)
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{
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if (Mathf.Approximately(dir, 0f)) return;
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if (_isTurning) return; // 转身进行中,忽略新的朝向请求
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int newDir = dir > 0f ? 1 : -1;
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if (newDir == _facingDir) return;
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if (_enableTurnAnimation && _animancer != null && _animConfig?.Turn != null)
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{
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// 启动转身协程:动画播完后再实际翻转
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_pendingFacingDir = newDir;
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if (_turnCoroutine != null) StopCoroutine(_turnCoroutine);
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_turnCoroutine = StartCoroutine(TurnCoroutine(newDir));
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}
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else
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{
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ApplyFacingFlip(newDir);
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}
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}
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/// <summary>转身动画协程:停止水平移动 → 播放 Turn 动画 → 翻转朝向 → 恢复。</summary>
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private IEnumerator TurnCoroutine(int newDir)
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{
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_isTurning = true;
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StopHorizontal();
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// yield return state:Animancer 的 AnimancerState 是 CustomYieldInstruction,
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// 等待动画自然播完,与 Layer/State 速度缩放无关,比手动计时更可靠。
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var state = _animancer.Play(_animConfig.Turn);
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yield return state;
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ApplyFacingFlip(newDir);
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_isTurning = false;
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_turnCoroutine = null;
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}
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/// <summary>
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/// 立即中止进行中的转身协程,并将朝向应用到待转方向。
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/// 受击、死亡、NavLink 穿越等外部中断时调用。
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/// </summary>
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public void CancelTurn()
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{
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if (_turnCoroutine == null) return;
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StopCoroutine(_turnCoroutine);
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_turnCoroutine = null;
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if (_isTurning)
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{
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ApplyFacingFlip(_pendingFacingDir);
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_isTurning = false;
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}
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}
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/// <summary>真正执行朝向翻转。始终用 localScale 翻转,子对象(传感器 RaySensor2D)随之正确翻转。</summary>
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private void ApplyFacingFlip(int newDir)
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{
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_facingDir = newDir;
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// 若挂有 SpriteRenderer,重置 flipX = false(localScale 已负责镜像,避免双重翻转)。
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if (_spriteRenderer != null)
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_spriteRenderer.flipX = false;
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Vector3 s = transform.localScale;
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transform.localScale = new Vector3(Mathf.Abs(s.x) * newDir, s.y, s.z);
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}
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private void OnDrawGizmos()
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{
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#if UNITY_EDITOR
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// ── 1. 敌人物理轮廓(珊瑚红,区别于玩家绿色)────────────────
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Gizmos.color = new Color(1f, 0.45f, 0.35f, 0.65f);
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foreach (var col in GetComponents<Collider2D>())
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{
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||
if (col.isTrigger) continue;
|
||
BaseGames.Combat.HitBox.DrawCollider2DWire(col);
|
||
}
|
||
|
||
// ── 2. 朝向箭头(橙色)──────────────────────────────────────
|
||
Vector3 center = transform.position;
|
||
DrawArrow2D(center, center + new Vector3(_facingDir * 0.5f, 0f, 0f),
|
||
new Color(1f, 0.6f, 0.1f, 0.9f));
|
||
|
||
// ── 3. 地面检测射线(接地亮绿 / 未接地暗绿)─────────────────
|
||
if (_groundCheckDist > 0f)
|
||
{
|
||
bool grounded = Application.isPlaying && IsGrounded;
|
||
Gizmos.color = grounded
|
||
? new Color(0.2f, 1f, 0.35f, 0.90f)
|
||
: new Color(0.4f, 0.75f, 0.4f, 0.40f);
|
||
Vector3 origin = transform.position;
|
||
Gizmos.DrawLine(origin, origin + Vector3.down * _groundCheckDist);
|
||
Gizmos.DrawWireSphere(origin + Vector3.down * _groundCheckDist, 0.04f);
|
||
}
|
||
#endif
|
||
}
|
||
|
||
private void OnDrawGizmosSelected()
|
||
{
|
||
#if UNITY_EDITOR
|
||
// 运行时:青色箭头显示速度向量(选中时)
|
||
if (!Application.isPlaying || _rb == null) return;
|
||
Vector2 vel = _rb.velocity;
|
||
if (vel.sqrMagnitude < 0.01f) return;
|
||
DrawArrow2D(transform.position, transform.position + (Vector3)(vel * 0.12f),
|
||
new Color(0.2f, 0.9f, 1f, 0.9f), 0.1f);
|
||
#endif
|
||
}
|
||
|
||
// 在 Gizmos 空间绘制带箭头的 2D 有向线段
|
||
private static void DrawArrow2D(Vector3 from, Vector3 to, Color color, float headLen = 0.15f)
|
||
{
|
||
Vector3 dir = to - from;
|
||
if (dir.sqrMagnitude < 0.0001f) return;
|
||
dir = dir.normalized;
|
||
Gizmos.color = color;
|
||
Gizmos.DrawLine(from, to);
|
||
float cos = 0.8192f, sin = 0.5736f; // cos/sin 35°
|
||
float bx = -dir.x, by = -dir.y;
|
||
Vector3 wing1 = new Vector3(bx * cos - by * sin, bx * sin + by * cos, 0f) * headLen;
|
||
Vector3 wing2 = new Vector3(bx * cos + by * sin, -bx * sin + by * cos, 0f) * headLen;
|
||
Gizmos.DrawLine(to, to + wing1);
|
||
Gizmos.DrawLine(to, to + wing2);
|
||
}
|
||
}
|
||
}
|