- Implemented HurtBoxOwnerGuard to ensure that multiple HurtBoxes on the same character do not register damage multiple times during a single HitBox activation. - Added custom editor for HitBox to facilitate the creation of shape colliders with HitBoxColliderProxy. - Introduced PhysicsPerceptionSystem for enemy perception, supporting multiple detection modes including RangeCircle, BatchLOS, FanCast, and BoxCast. - Created EnemyPatrolZone to define patrol and chase areas for enemies, allowing for shared zones among multiple enemies. - Added BD_IsOutsideZone conditional task for Behavior Designer to check if an enemy or player is outside a defined patrol zone.
29 lines
961 B
C#
29 lines
961 B
C#
#if GRAPH_DESIGNER
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
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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 Conditional:敌人是否靠近平台边缘。
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/// 通过 EnemyNavAgent.IsNearEdge() 检测(双射线检测脚下/前方地面)。
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/// </summary>
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[TaskName("Is Near Edge?")]
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[TaskCategory("BaseGames/Enemy/State")]
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[TaskDescription("检查前方是否有悬崖边缘(基于 EnemyNavAgent Raycast 检测)")]
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public class BD_IsNearEdge : Conditional
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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 TaskStatus OnUpdate()
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{
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if (_enemy == null || _enemy.Nav == null) return TaskStatus.Failure;
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return _enemy.Nav.IsNearEdge() ? TaskStatus.Success : TaskStatus.Failure;
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}
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}
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}
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#endif
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