Files
zeling_v2/Assets/_Game/Scripts/Enemies/Abilities/ContactChaseAbility.cs
T
joywayerandClaude Opus 4.8 d0f69b0599 fix(ai): E001 追击真正移动+攻击——直接水平爬行 + prefab 补挂 EnemyAiBrain
追击移动从 A* 寻路(MoveTo)改为直接朝玩家水平爬行(MoveInDirectionWithSpeed):
地面爬行怪不需寻路,且不依赖场景 NavGraph 烘焙(PathBerserker2d 在测试场景失效)。
ENM_CaoZhi prefab 补挂 EnemyAiBrain(_definitionId=E001),使对象池/prefab 生成的敌人也有AI
(此前只有脚手架场景实例有brain)。PlayMode 验证:敌人爬向玩家并接触伤害击杀。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-09 15:48:50 +08:00

61 lines
2.1 KiB
C#

using System.Collections;
using Animancer;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 循环追击 + 体接触伤害能力(纯执行器)。
/// 每帧 MoveTo 追向玩家、开接触伤害;**何时停止由 AI 决策层负责**——AI 在"脱离视野"时
/// 中断本能力(AI decides when to stop, ability implements the chase)。
/// 可复用于任何需要"追击+接触伤害循环"的敌人。
/// </summary>
public class ContactChaseAbility : EnemyAbilityBase
{
[Header("动画")]
[SerializeField] private ClipTransition _loopClip;
[SerializeField] private ClipTransition _endClip;
[Header("接触伤害")]
[SerializeField] private BodyContactDamage _contactDamage;
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
if (_loopClip.Clip != null)
_animancer.Play(_loopClip);
if (_contactDamage != null)
_contactDamage.enabled = true;
// 追击直到玩家消失或被 AI 中断(退出追击的决策归 AI,见 EnemyBrainContext.InterruptAbilities)。
// 地面爬行怪用直接水平爬行追击(朝玩家方向),不依赖 A* 寻路。
float runSpeed = _enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f;
while (_enemy.PlayerTransform != null)
{
float dir = _enemy.PlayerTransform.position.x >= _enemy.transform.position.x ? 1f : -1f;
_enemy.MoveInDirectionWithSpeed(dir, runSpeed);
yield return null;
}
CleanupChase();
if (_endClip.Clip != null)
{
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
}
}
protected override void OnInterrupted(InterruptReason reason) => CleanupChase();
private void CleanupChase()
{
if (_contactDamage != null)
_contactDamage.enabled = false;
_enemy.StopMovement();
}
}
}