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zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_Patrol.cs

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#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
using UnityEngine;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Action敌人巡逻行为。
/// 持续令敌人向当前朝向移动,遇墙/边缘时自动转向。
/// </summary>
public class BD_Patrol : Action
{
[Tooltip("检测地面边缘的向下射线长度")]
public float edgeCheckLength = 1.2f;
[Tooltip("检测障碍物的水平射线长度")]
public float wallCheckLength = 0.4f;
[Tooltip("地面/墙壁 LayerMask")]
public LayerMask groundLayer;
private EnemyBase _enemy;
private float _dir = 1f;
public override void OnStart()
{
_enemy = GetComponent<EnemyBase>();
}
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (ShouldFlip())
_dir = -_dir;
_enemy.MoveInDirection(_dir);
return TaskStatus.Running;
}
public override void OnEnd()
{
_enemy?.StopMovement();
}
private bool ShouldFlip()
{
Transform t = _enemy.transform;
Vector2 pos = t.position;
// 前方边缘检测:在脚前方向下射线,若无地面则转向
Vector2 edgeOrigin = pos + Vector2.right * (_dir * 0.3f) + Vector2.down * 0.1f;
bool hasGround = Physics2D.Raycast(edgeOrigin, Vector2.down, edgeCheckLength, groundLayer);
if (!hasGround) return true;
// 前方障碍检测:水平射线,若撞墙则转向
bool hitWall = Physics2D.Raycast(pos, Vector2.right * _dir, wallCheckLength, groundLayer);
if (hitWall) return true;
return false;
}
}
}
#endif