暂时修改

This commit is contained in:
JA
2026-06-27 22:21:16 +08:00
parent bb46fdb81f
commit c796465500
15 changed files with 948 additions and 461 deletions

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using UnityEngine;
namespace IndianOceanAssets.Engine2_5D
{
/// <summary>
/// 场景物件面向摄像机脚本(饥荒风格)。
/// 让物体始终朝摄像机方向旋转,默认只绕 Y 轴(保持竖直不倒)。
///
/// 用法:挂到需要面向摄像机的精灵/物件上即可。
/// 适合:树木、岩石、角色、道具等 2D 精灵在 3D 场景中的朝向修正。
/// </summary>
public class BillboardSprite : MonoBehaviour
{
[Tooltip("只绕Y轴旋转饥荒风格保持竖直不倒。关闭则完全面向摄像机。")]
[SerializeField] private bool lockYAxis = true;
[Tooltip("平滑旋转lerp过渡关闭则瞬间转向")]
[SerializeField] private bool smoothRotation = false;
[Tooltip("平滑旋转速度")]
[SerializeField] private float rotationSpeed = 8f;
private Camera _mainCamera;
private Transform _camTransform;
private void Start()
{
_mainCamera = Camera.main;
if (_mainCamera != null)
_camTransform = _mainCamera.transform;
}
private void LateUpdate()
{
if (_camTransform == null)
{
// 摄像机丢失时重新获取(场景切换等情况)
_mainCamera = Camera.main;
if (_mainCamera != null)
_camTransform = _mainCamera.transform;
if (_camTransform == null) return;
}
Vector3 dir = _camTransform.position - transform.position;
if (lockYAxis)
dir.y = 0f; // 保持竖直
if (dir.sqrMagnitude < 0.0001f) return;
Quaternion targetRot = Quaternion.LookRotation(dir);
if (smoothRotation)
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot,
rotationSpeed * Time.deltaTime);
else
transform.rotation = targetRot;
}
}
}

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using UnityEngine;
namespace IndianOceanAssets.Engine2_5D
{
/// <summary>
/// 敌人AI —— 检测/追击/脱离持续/摇铃聆听响应。
///
/// 状态流程:
/// - Idle站岗。主角进入 detectionRange → Chasing
/// - Chasing追击主角。主角离开 detectionRange → ChasingPersist
/// - ChasingPersist脱离后继续追击 chasePersistTime 秒。
/// 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
/// - BellResponding主角在 listenRange 内按E摇铃时触发
/// 朝主角方向移动 bellMoveTime 秒(距离 = 速度 × 时间),然后停下 → Idle
///
/// 挂载位置:敌人预制体上
/// 需要:场景中有 EchoSystem用于摇铃事件、玩家物体带 "Player" 标签
/// (或手动把玩家拖到 playerTarget 字段)
/// </summary>
public class EnemyAI : MonoBehaviour
{
[Header("目标")]
[Tooltip("玩家目标(留空则自动查找 Player 标签)")]
[SerializeField] private Transform playerTarget;
[Header("检测与追击")]
[Tooltip("发现主角的范围")]
[SerializeField] private float detectionRange = 8f;
[Tooltip("追击速度")]
[SerializeField] private float chaseSpeed = 3f;
[Tooltip("靠近主角到此距离时停下")]
[SerializeField] private float stopDistance = 1.2f;
[Tooltip("主角脱离检测范围后,继续追击的时间(秒)")]
[SerializeField] private float chasePersistTime = 3f;
[Header("聆听(摇铃响应)")]
[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")]
[SerializeField] private float listenRange = 15f;
[Tooltip("摇铃响应移动速度")]
[SerializeField] private float bellMoveSpeed = 4f;
[Tooltip("摇铃响应移动时间(距离 = 速度 × 时间)")]
[SerializeField] private float bellMoveTime = 1.5f;
private enum State { Idle, Chasing, ChasingPersist, BellResponding }
private State _state = State.Idle;
private float _stateTimer;
private Vector3 _bellDirection;
private void Start()
{
if (playerTarget == null)
{
var player = GameObject.FindWithTag("Player");
if (player != null)
playerTarget = player.transform;
}
}
private void OnEnable()
{
EchoSystem.OnEchoReleased += OnBell;
}
private void OnDisable()
{
EchoSystem.OnEchoReleased -= OnBell;
}
private void Update()
{
switch (_state)
{
case State.Idle: UpdateIdle(); break;
case State.Chasing: UpdateChasing(); break;
case State.ChasingPersist: UpdateChasingPersist(); break;
case State.BellResponding: UpdateBellResponding(); break;
}
}
// ===== Idle站岗等主角进入检测范围 =====
private void UpdateIdle()
{
if (playerTarget == null) return;
if (XZDistance(transform.position, playerTarget.position) <= detectionRange)
{
_state = State.Chasing;
}
}
// ===== Chasing追击主角 =====
private void UpdateChasing()
{
if (playerTarget == null) return;
float dist = XZDistance(transform.position, playerTarget.position);
// 主角脱离检测范围 → 继续追击一段时间
if (dist > detectionRange)
{
_state = State.ChasingPersist;
_stateTimer = chasePersistTime;
return;
}
// 靠近到停止距离时停下(但仍处于追击状态)
if (dist > stopDistance)
MoveToward(playerTarget.position, chaseSpeed);
}
// ===== ChasingPersist脱离后继续追击倒计时 =====
private void UpdateChasingPersist()
{
if (playerTarget == null) return;
_stateTimer -= Time.deltaTime;
// 超时 → 停在当前位置,回到 Idle不回出生点
if (_stateTimer <= 0f)
{
_state = State.Idle;
return;
}
float dist = XZDistance(transform.position, playerTarget.position);
// 主角重新进入检测范围 → 回到正常追击
if (dist <= detectionRange)
{
_state = State.Chasing;
return;
}
if (dist > stopDistance)
MoveToward(playerTarget.position, chaseSpeed);
}
// ===== BellResponding摇铃响应朝主角方向移动固定时间 =====
private void UpdateBellResponding()
{
_stateTimer -= Time.deltaTime;
if (_stateTimer <= 0f)
{
_state = State.Idle;
return;
}
// 沿摇铃时刻的方向移动(距离 = 速度 × 时间)
Vector3 move = _bellDirection * bellMoveSpeed * Time.deltaTime;
transform.position += new Vector3(move.x, 0f, move.z);
}
// ===== 摇铃事件回调(由 EchoSystem.OnEchoReleased 触发)=====
private void OnBell(Vector3 bellPos)
{
if (playerTarget == null) return;
// 只有在聆听范围内才响应
if (XZDistance(transform.position, bellPos) > listenRange) return;
// 计算朝主角方向(摇铃时刻的位置)
_bellDirection = new Vector3(
bellPos.x - transform.position.x,
0f,
bellPos.z - transform.position.z
);
if (_bellDirection.sqrMagnitude > 0.001f)
_bellDirection.Normalize();
else
_bellDirection = transform.forward; // 重叠时用当前朝向
// 摇铃响应可打断任何当前状态
_state = State.BellResponding;
_stateTimer = bellMoveTime;
}
// ===== 工具方法 =====
private void MoveToward(Vector3 target, float speed)
{
Vector3 dir = new Vector3(
target.x - transform.position.x,
0f,
target.z - transform.position.z
);
float dist = dir.magnitude;
if (dist < 0.01f) return;
dir /= dist;
Vector3 move = dir * speed * Time.deltaTime;
if (move.magnitude > dist) move = dir * dist; // 不越过目标
transform.position += new Vector3(move.x, 0f, move.z);
}
private float XZDistance(Vector3 a, Vector3 b)
{
float dx = a.x - b.x;
float dz = a.z - b.z;
return Mathf.Sqrt(dx * dx + dz * dz);
}
// ===== 编辑器可视化 =====
private void OnDrawGizmosSelected()
{
// 检测范围(黄色)
Gizmos.color = new Color(1f, 0.85f, 0f, 0.6f);
Gizmos.DrawWireSphere(transform.position, detectionRange);
// 聆听范围(青色)
Gizmos.color = new Color(0f, 0.85f, 1f, 0.6f);
Gizmos.DrawWireSphere(transform.position, listenRange);
// 停止距离(红色)
Gizmos.color = new Color(1f, 0.3f, 0.3f, 0.6f);
Gizmos.DrawWireSphere(transform.position, stopDistance);
}
/// <summary>当前状态(调试用)</summary>
public string CurrentState => _state.ToString();
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace IndianOceanAssets.Engine2_5D
{
/// <summary>
/// 敌人管理器 —— 在游戏开始时,于场景中所有 EnemySpawnPoint 处生成敌人。
///
/// 用法:
/// 1. 在场景中放置空物体,挂 EnemySpawnPoint 组件,作为出生点
/// 2. 在场景中创建空物体,挂此 EnemyManager 脚本
/// 3. 把敌人预制体拖到 enemyPrefab 字段
/// 4. 运行时自动在所有出生点生成敌人
/// </summary>
public class EnemyManager : MonoBehaviour
{
public static EnemyManager Instance { get; private set; }
[Header("敌人物体预制体")]
[SerializeField] private GameObject enemyPrefab;
[Tooltip("勾选后游戏开始时自动在所有出生点生成敌人")]
[SerializeField] private bool spawnOnStart = true;
private readonly List<EnemyAI> _enemies = new List<EnemyAI>();
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(this);
return;
}
Instance = this;
}
private void Start()
{
if (spawnOnStart)
SpawnAll();
}
/// <summary>
/// 在所有 EnemySpawnPoint 处生成敌人
/// </summary>
[ContextMenu("Spawn All")]
public void SpawnAll()
{
var spawnPoints = FindObjectsByType<EnemySpawnPoint>(FindObjectsSortMode.None);
foreach (var sp in spawnPoints)
{
SpawnEnemy(sp.transform.position, sp.transform.rotation);
}
Debug.Log($"[EnemyManager] 在 {spawnPoints.Length} 个出生点生成了 {_enemies.Count} 个敌人");
}
/// <summary>
/// 在指定位置生成一个敌人
/// </summary>
public GameObject SpawnEnemy(Vector3 position, Quaternion rotation)
{
if (enemyPrefab == null)
{
Debug.LogWarning("[EnemyManager] enemyPrefab 未设置!");
return null;
}
var enemy = Instantiate(enemyPrefab, position, rotation);
var ai = enemy.GetComponent<EnemyAI>();
if (ai != null && !_enemies.Contains(ai))
_enemies.Add(ai);
return enemy;
}
/// <summary>
/// 获取所有活跃敌人(自动清理已销毁的)
/// </summary>
public List<EnemyAI> GetActiveEnemies()
{
_enemies.RemoveAll(e => e == null);
return _enemies;
}
}
}

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using UnityEngine;
namespace IndianOceanAssets.Engine2_5D
{
/// <summary>
/// 敌人出生点标记 —— 挂到场景中的空物体上,标记敌人出生位置。
/// EnemyManager 会在游戏开始时找到所有出生点并生成敌人。
///
/// 用法:在场景中放置空物体,挂上此组件,调整位置即可。
/// Scene 视图中显示红色线框球 + 竖线,方便辨认。
/// </summary>
public class EnemySpawnPoint : MonoBehaviour
{
[Tooltip("Gizmo 球体半径(仅编辑器可视化)")]
[SerializeField] private float gizmoRadius = 0.5f;
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, gizmoRadius);
Gizmos.DrawLine(transform.position, transform.position + Vector3.up * 2f);
}
}
}

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