添加mcp服务器
优化敌人AI,修改成双重规则寻敌
This commit is contained in:
@@ -3,15 +3,13 @@ using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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/// <summary>
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/// 敌人AI —— 检测/追击/脱离持续/摇铃聆听响应。
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/// 敌人AI v2 —— 双重寻敌机制(视觉检测 + 铃铛响应)
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///
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/// 状态流程:
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/// - Idle:站岗。主角进入 detectionRange → Chasing
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/// - Chasing:追击主角。主角离开 detectionRange → ChasingPersist
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/// - ChasingPersist:脱离后继续追击 chasePersistTime 秒。
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/// 主角重新进入范围 → 回到 Chasing;超时 → Idle(停在当前位置,不回出生点)
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/// - BellResponding:主角在 listenRange 内按E摇铃时触发,
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/// 朝主角方向移动 bellMoveTime 秒(距离 = 速度 × 时间),然后停下 → Idle
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/// - Idle:待机。射线检测到玩家 → ChasingPlayer;收到铃铛信号 → ChasingBell
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/// - ChasingPlayer:追击玩家。持续看到玩家则追击;脱离视线3秒后 → Idle
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/// - ChasingBell:追击铃铛。追击过程中看到玩家 → ChasingPlayer;到达铃铛位置 → PatrollingBell
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/// - PatrollingBell:铃铛位置巡逻。巡逻过程中看到玩家 → ChasingPlayer;巡逻时间结束 → Idle
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///
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/// 挂载位置:敌人预制体上
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/// 需要:场景中有 EchoSystem(用于摇铃事件)、玩家物体带 "Player" 标签
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@@ -24,32 +22,63 @@ namespace IndianOceanAssets.Engine2_5D
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[SerializeField] private Transform playerTarget;
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[Header("检测与追击")]
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[Tooltip("发现主角的范围")]
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[SerializeField] private float detectionRange = 8f;
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[Tooltip("靠近主角到此距离时停下")]
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[SerializeField] private float stopDistance = 1.2f;
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[Tooltip("追击速度")]
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[SerializeField] private float chaseSpeed = 3f;
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[Tooltip("靠近主角到此距离时停下")]
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[SerializeField] private float stopDistance = 1.2f;
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[Header("视觉检测")]
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[Tooltip("射线检测层(哪些物体会阻挡视线)")]
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[SerializeField] private LayerMask obstacleLayers;
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[Tooltip("主角脱离检测范围后,继续追击的时间(秒)")]
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[SerializeField] private float chasePersistTime = 3f;
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[Tooltip("射线起点偏移(避免从地面发射)")]
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[SerializeField] private float rayOffsetY = 0.5f;
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[Header("脱离计时")]
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[Tooltip("玩家脱离视线后,继续追击的时间(秒)")]
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[SerializeField] private float loseSightTime = 3f;
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[Header("聆听(摇铃响应)")]
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[Tooltip("聆听范围:主角在此范围内按E摇铃时,敌人会朝主角方向移动")]
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[Tooltip("聆听范围:主角在此范围内按E摇铃时,敌人会朝铃铛位置移动")]
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[SerializeField] private float listenRange = 15f;
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[Tooltip("摇铃响应移动速度")]
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[SerializeField] private float bellMoveSpeed = 4f;
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[Header("铃铛追击")]
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[Tooltip("到达铃铛位置后的容差距离")]
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[SerializeField] private float bellArriveDistance = 1f;
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[Tooltip("摇铃响应移动时间(距离 = 速度 × 时间)")]
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[SerializeField] private float bellMoveTime = 1.5f;
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[Tooltip("追击铃铛的最大时间(超时则放弃)")]
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[SerializeField] private float bellChaseTimeout = 10f;
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[Header("铃铛巡逻")]
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[Tooltip("到达铃铛位置后的巡逻时间")]
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[SerializeField] private float bellPatrolTime = 5f;
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[Tooltip("巡逻半径")]
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[SerializeField] private float bellPatrolRadius = 3f;
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// 状态枚举
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private enum State
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{
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Idle, // 待机
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ChasingPlayer, // 追击玩家
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ChasingBell, // 追击铃铛
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PatrollingBell // 铃铛位置巡逻
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}
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private enum State { Idle, Chasing, ChasingPersist, BellResponding }
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private State _state = State.Idle;
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private float _stateTimer;
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private Vector3 _bellDirection;
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// 脱离视线计时器
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private float _loseSightTimer;
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// 铃铛相关
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private Vector3 _bellTargetPosition; // 铃铛目标位置
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private float _bellChaseTimer; // 铃铛追击计时器
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// 巡逻相关
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private Vector3 _patrolCenter; // 巡逻中心点
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private float _patrolTimer; // 巡逻计时器
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private Vector3 _patrolTarget; // 当前巡逻目标点
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private void Start()
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{
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@@ -75,104 +104,209 @@ namespace IndianOceanAssets.Engine2_5D
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{
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switch (_state)
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{
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case State.Idle: UpdateIdle(); break;
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case State.Chasing: UpdateChasing(); break;
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case State.ChasingPersist: UpdateChasingPersist(); break;
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case State.BellResponding: UpdateBellResponding(); break;
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case State.Idle: UpdateIdle(); break;
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case State.ChasingPlayer: UpdateChasingPlayer(); break;
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case State.ChasingBell: UpdateChasingBell(); break;
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case State.PatrollingBell: UpdatePatrollingBell(); break;
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}
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}
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// ===== Idle:站岗,等主角进入检测范围 =====
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// ===== Idle:待机,等待检测 =====
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private void UpdateIdle()
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{
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if (playerTarget == null) return;
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if (XZDistance(transform.position, playerTarget.position) <= detectionRange)
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// 检测是否看到玩家
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if (CanSeePlayer())
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{
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_state = State.Chasing;
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}
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}
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// ===== Chasing:追击主角 =====
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private void UpdateChasing()
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{
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if (playerTarget == null) return;
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float dist = XZDistance(transform.position, playerTarget.position);
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// 主角脱离检测范围 → 继续追击一段时间
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if (dist > detectionRange)
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{
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_state = State.ChasingPersist;
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_stateTimer = chasePersistTime;
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_state = State.ChasingPlayer;
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_loseSightTimer = 0f;
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return;
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}
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// 靠近到停止距离时停下(但仍处于追击状态)
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if (dist > stopDistance)
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MoveToward(playerTarget.position, chaseSpeed);
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}
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// ===== ChasingPersist:脱离后继续追击,倒计时 =====
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private void UpdateChasingPersist()
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// ===== ChasingPlayer:追击玩家 =====
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private void UpdateChasingPlayer()
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{
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if (playerTarget == null) return;
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_stateTimer -= Time.deltaTime;
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// 检测是否看到玩家
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if (CanSeePlayer())
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{
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_loseSightTimer = 0f; // 重置计时器
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// 追击玩家
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float dist = XZDistance(transform.position, playerTarget.position);
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if (dist > stopDistance)
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{
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MoveToward(playerTarget.position, chaseSpeed);
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}
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}
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else
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{
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// 玩家脱离视线,开始计时
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_loseSightTimer += Time.deltaTime;
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// 继续朝玩家最后已知位置移动
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if (playerTarget != null)
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{
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float dist = XZDistance(transform.position, playerTarget.position);
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if (dist > stopDistance)
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{
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MoveToward(playerTarget.position, chaseSpeed);
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}
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}
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// 超过设定时间,停止追击
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if (_loseSightTimer >= loseSightTime)
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{
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_state = State.Idle;
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}
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}
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}
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// 超时 → 停在当前位置,回到 Idle(不回出生点)
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if (_stateTimer <= 0f)
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// ===== ChasingBell:追击铃铛 =====
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private void UpdateChasingBell()
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{
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// 追击过程中检测是否看到玩家
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if (CanSeePlayer())
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{
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_state = State.ChasingPlayer;
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_loseSightTimer = 0f;
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return;
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}
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// 追击计时
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_bellChaseTimer += Time.deltaTime;
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if (_bellChaseTimer >= bellChaseTimeout)
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{
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_state = State.Idle;
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return;
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}
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float dist = XZDistance(transform.position, playerTarget.position);
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// 主角重新进入检测范围 → 回到正常追击
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if (dist <= detectionRange)
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// 检测是否到达铃铛位置
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float dist = XZDistance(transform.position, _bellTargetPosition);
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if (dist <= bellArriveDistance)
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{
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_state = State.Chasing;
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// 到达铃铛位置,开始巡逻
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_state = State.PatrollingBell;
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_patrolCenter = _bellTargetPosition;
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_patrolTimer = 0f;
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PickNewPatrolPoint();
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return;
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}
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if (dist > stopDistance)
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MoveToward(playerTarget.position, chaseSpeed);
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// 朝铃铛位置移动
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MoveToward(_bellTargetPosition, chaseSpeed);
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}
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// ===== BellResponding:摇铃响应,朝主角方向移动固定时间 =====
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private void UpdateBellResponding()
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// ===== PatrollingBell:铃铛位置巡逻 =====
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private void UpdatePatrollingBell()
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{
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_stateTimer -= Time.deltaTime;
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if (_stateTimer <= 0f)
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// 巡逻过程中检测是否看到玩家
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if (CanSeePlayer())
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{
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_state = State.ChasingPlayer;
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_loseSightTimer = 0f;
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return;
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}
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// 巡逻计时
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_patrolTimer += Time.deltaTime;
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if (_patrolTimer >= bellPatrolTime)
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{
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_state = State.Idle;
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return;
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}
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// 沿摇铃时刻的方向移动(距离 = 速度 × 时间)
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Vector3 move = _bellDirection * bellMoveSpeed * Time.deltaTime;
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transform.position += new Vector3(move.x, 0f, move.z);
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// 朝巡逻点移动
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float dist = XZDistance(transform.position, _patrolTarget);
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if (dist <= 0.5f)
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{
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// 到达巡逻点,选择新的巡逻点
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PickNewPatrolPoint();
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}
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else
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{
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MoveToward(_patrolTarget, chaseSpeed * 0.7f); // 巡逻时速度稍慢
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}
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}
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// ===== 摇铃事件回调(由 EchoSystem.OnEchoReleased 触发)=====
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private void OnBell(Vector3 bellPos)
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{
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if (playerTarget == null) return;
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// 只有在聆听范围内才响应
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if (XZDistance(transform.position, bellPos) > listenRange) return;
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// 设置铃铛目标位置
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_bellTargetPosition = bellPos;
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_bellChaseTimer = 0f;
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// 切换到追击铃铛状态(可以打断任何状态)
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_state = State.ChasingBell;
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}
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// 计算朝主角方向(摇铃时刻的位置)
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_bellDirection = new Vector3(
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bellPos.x - transform.position.x,
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0f,
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bellPos.z - transform.position.z
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);
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if (_bellDirection.sqrMagnitude > 0.001f)
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_bellDirection.Normalize();
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else
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_bellDirection = transform.forward; // 重叠时用当前朝向
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/// <summary>
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/// 选择新的巡逻点
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/// </summary>
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private void PickNewPatrolPoint()
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{
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// 在巡逻中心周围随机选择一个点
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Vector2 randomDir = Random.insideUnitCircle * bellPatrolRadius;
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_patrolTarget = _patrolCenter + new Vector3(randomDir.x, 0f, randomDir.y);
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}
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// 摇铃响应可打断任何当前状态
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_state = State.BellResponding;
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_stateTimer = bellMoveTime;
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/// <summary>
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/// 检测是否能看到玩家(射线检测)
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/// </summary>
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private bool CanSeePlayer()
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{
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if (playerTarget == null) return false;
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// 射线起点(稍微抬高,避免从地面发射)
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Vector3 rayStart = transform.position + Vector3.up * rayOffsetY;
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Vector3 rayEnd = playerTarget.position + Vector3.up * rayOffsetY;
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Vector3 dir = rayEnd - rayStart;
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float dist = dir.magnitude;
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// 调试:在Scene视图中绘制射线
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Debug.DrawLine(rayStart, rayEnd, CanSeePlayerDebugColor());
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// 发射射线,只检测障碍物层
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if (Physics.Raycast(rayStart, dir.normalized, out RaycastHit hit, dist, obstacleLayers))
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{
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// 击中了物体
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Debug.DrawLine(rayStart, hit.point, Color.red);
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// 如果击中的是玩家,说明可以看到
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if (hit.transform == playerTarget)
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{
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return true;
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}
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// 击中了其他物体(被遮挡)
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return false;
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}
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// 没有击中任何物体 = 没有遮挡 = 可以看到玩家
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return true;
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}
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/// <summary>
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/// 调试用:根据是否能看到玩家返回不同颜色
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/// </summary>
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private Color CanSeePlayerDebugColor()
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{
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if (playerTarget == null) return Color.gray;
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Vector3 rayStart = transform.position + Vector3.up * rayOffsetY;
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Vector3 rayEnd = playerTarget.position + Vector3.up * rayOffsetY;
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Vector3 dir = rayEnd - rayStart;
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float dist = dir.magnitude;
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if (Physics.Raycast(rayStart, dir.normalized, out RaycastHit hit, dist, obstacleLayers))
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{
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return hit.transform == playerTarget ? Color.green : Color.red;
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}
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return Color.green; // 没有遮挡
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}
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// ===== 工具方法 =====
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@@ -203,17 +337,48 @@ namespace IndianOceanAssets.Engine2_5D
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// ===== 编辑器可视化 =====
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private void OnDrawGizmosSelected()
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{
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// 检测范围(黄色)
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Gizmos.color = new Color(1f, 0.85f, 0f, 0.6f);
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Gizmos.DrawWireSphere(transform.position, detectionRange);
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// 聆听范围(青色)
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Gizmos.color = new Color(0f, 0.85f, 1f, 0.6f);
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// 根据状态显示不同颜色
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Color stateColor = Color.white;
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switch (_state)
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{
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case State.Idle: stateColor = Color.gray; break;
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case State.ChasingPlayer: stateColor = Color.red; break;
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case State.ChasingBell: stateColor = Color.yellow; break;
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case State.PatrollingBell: stateColor = Color.cyan; break;
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}
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// 绘制当前状态指示
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Gizmos.color = stateColor;
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Gizmos.DrawWireSphere(transform.position, 0.5f);
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// 绘制聆听范围
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Gizmos.color = new Color(0f, 0.85f, 1f, 0.3f);
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Gizmos.DrawWireSphere(transform.position, listenRange);
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// 停止距离(红色)
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Gizmos.color = new Color(1f, 0.3f, 0.3f, 0.6f);
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// 绘制停止距离
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Gizmos.color = new Color(1f, 0.3f, 0.3f, 0.3f);
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Gizmos.DrawWireSphere(transform.position, stopDistance);
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// 绘制铃铛目标(如果在追击铃铛或巡逻)
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if (_state == State.ChasingBell || _state == State.PatrollingBell)
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{
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(_bellTargetPosition, bellArriveDistance);
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// 绘制到铃铛的连线
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Gizmos.DrawLine(transform.position, _bellTargetPosition);
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}
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|
||||
// 绘制巡逻范围(如果在巡逻)
|
||||
if (_state == State.PatrollingBell)
|
||||
{
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawWireSphere(_patrolCenter, bellPatrolRadius);
|
||||
|
||||
// 绘制当前巡逻目标
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawWireSphere(_patrolTarget, 0.3f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>当前状态(调试用)</summary>
|
||||
|
||||
Reference in New Issue
Block a user