暂时修改
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@@ -1,16 +1,17 @@
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@@ -1,52 +0,0 @@
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using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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// Controls enemy behavior: follows player and handles collision.
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public class EnemyAI : MonoBehaviour
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{
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private Transform target; // Reference to the player
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[SerializeField] private float speed; // Movement speed
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[SerializeField] private int damageAmount; // Damage dealt to player
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[SerializeField] private SpriteRenderer spriteRenderer; // For flipping sprite
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// Called on start
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public void Start()
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{
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Invoke("AssignPlayer", 1f); // Delay to ensure player exists
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}
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// Finds and assigns the player as target
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public void AssignPlayer()
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{
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target = GameObject.FindGameObjectWithTag("Player").transform;
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}
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// Called every frame
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public void Update()
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{
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if (target)
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{
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// Flip sprite based on direction to player
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if (target.position.x > transform.position.x)
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spriteRenderer.flipX = false;
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else
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spriteRenderer.flipX = true;
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// Move towards player
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transform.position = Vector3.MoveTowards(transform.position, target.position, Time.deltaTime * speed);
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}
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}
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// Handles collision with player
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void OnCollisionEnter(Collision collision)
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{
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if (collision.collider.CompareTag("Player"))
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{
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// Damage player and kill self
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collision.collider.GetComponent<HealthSystem>().Damage(damageAmount);
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GetComponent<HealthSystem>().Die();
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}
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}
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}
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}
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@@ -1,46 +0,0 @@
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using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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// Spawns enemies at random positions and intervals
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public class EnemySpawner : MonoBehaviour
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{
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[SerializeField]
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private GameObject enemyEntity; // Enemy prefab
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[SerializeField]
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private Transform[] spawnPosition; // Possible spawn points
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[SerializeField]
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private float spawnTime = 4f; // Time between spawns
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// Starts repeated spawning
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private void Start()
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{
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InvokeRepeating("SpawnEnemies", 0f, spawnTime);
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}
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// Spawns a random number of enemies at random positions
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public void SpawnEnemies()
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{
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int enemyNo = Random.Range(1, 4);
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for (int i = 0; i < enemyNo; i++)
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{
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int randomSpawnPosition = Random.Range(0, spawnPosition.Length);
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if (spawnPosition[randomSpawnPosition])
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{
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// Randomize spawn position slightly
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Vector3 randomUnitCircle = new Vector3(Random.Range(-1f, 1f), .5f, Random.Range(-1f, 1f));
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Instantiate(enemyEntity, spawnPosition[randomSpawnPosition].position + randomUnitCircle, Quaternion.identity);
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}
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}
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// Decrease spawn time to increase difficulty, but not below 2 seconds
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spawnTime -= .5f;
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if (spawnTime <= 2f)
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spawnTime = 2f;
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}
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}
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}
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- {fileID: 609157177}
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|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace IndianOceanAssets.Engine2_5D
|
namespace IndianOceanAssets.Engine2_5D
|
||||||
@@ -18,6 +19,12 @@ namespace IndianOceanAssets.Engine2_5D
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public class EchoSystem : MonoBehaviour
|
public class EchoSystem : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 按 E 释放回声(摇铃)时触发,参数为释放时的玩家世界位置。
|
||||||
|
/// 敌人聆听系统等可订阅此事件。
|
||||||
|
/// </summary>
|
||||||
|
public static event Action<Vector3> OnEchoReleased;
|
||||||
|
|
||||||
[Header("按键")]
|
[Header("按键")]
|
||||||
[SerializeField] private KeyCode echoKey = KeyCode.E;
|
[SerializeField] private KeyCode echoKey = KeyCode.E;
|
||||||
|
|
||||||
@@ -105,6 +112,9 @@ namespace IndianOceanAssets.Engine2_5D
|
|||||||
// 记录释放时刻的玩家位置(回声中心固定,不跟随移动)
|
// 记录释放时刻的玩家位置(回声中心固定,不跟随移动)
|
||||||
Vector3 p = transform.position;
|
Vector3 p = transform.position;
|
||||||
_center = new Vector2(p.x, p.z);
|
_center = new Vector2(p.x, p.z);
|
||||||
|
|
||||||
|
// 通知订阅者(敌人聆听等)
|
||||||
|
OnEchoReleased?.Invoke(p);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateExpanding()
|
private void UpdateExpanding()
|
||||||
@@ -153,4 +163,4 @@ namespace IndianOceanAssets.Engine2_5D
|
|||||||
|
|
||||||
public bool IsActive => _state != State.Idle;
|
public bool IsActive => _state != State.Idle;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
8
unity/Assets/enemy.meta
Normal file
8
unity/Assets/enemy.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: XikWvCmlUXp3molBS0dkPpRqAmEWPxgDy8pQ05QgOF4mepv/U4Mikd0=
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||||
60
unity/Assets/enemy/BillboardSprite.cs
Normal file
60
unity/Assets/enemy/BillboardSprite.cs
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: c755496b98cf3a743b854c203125bdff
|
guid: BnwZsH+oBX9o8/qrlvnDZyZeLvCxOPjzKkntbYOjVXovzGFc2g6PBfk=
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
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||||||
serializedVersion: 2
|
serializedVersion: 2
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||||||
222
unity/Assets/enemy/EnemyAI.cs
Normal file
222
unity/Assets/enemy/EnemyAI.cs
Normal file
@@ -0,0 +1,222 @@
|
|||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 04126beb49efb8c49a7ecc822750a0c7
|
guid: CCwWtXv+BXlMo6hf6dmE2xTAlfSRx2PCnRzyAU6iQWgz40mcEU424HU=
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
85
unity/Assets/enemy/EnemyManager.cs
Normal file
85
unity/Assets/enemy/EnemyManager.cs
Normal file
@@ -0,0 +1,85 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
unity/Assets/enemy/EnemyManager.cs.meta
Normal file
11
unity/Assets/enemy/EnemyManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: BigZtSusUX7LyMDm+vuceZYAyL3PPYdY87jCezHOaujUlI0euVs5iBo=
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
24
unity/Assets/enemy/EnemySpawnPoint.cs
Normal file
24
unity/Assets/enemy/EnemySpawnPoint.cs
Normal file
@@ -0,0 +1,24 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
unity/Assets/enemy/EnemySpawnPoint.cs.meta
Normal file
11
unity/Assets/enemy/EnemySpawnPoint.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: Cy4ftXn7US8AThuZOHodRQB7iRTlR2Qu7Jt/xviDZ91RolRZd+3dykw=
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||||||
|
MonoImporter:
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||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
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||||||
@@ -18,10 +18,10 @@ EditorUserSettings:
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|||||||
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||||||
flags: 0
|
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RecentlyUsedSceneGuid-4:
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RecentlyUsedSceneGuid-5:
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RecentlyUsedSceneGuid-5:
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||||||
flags: 0
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RecentlyUsedSceneGuid-6:
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RecentlyUsedSceneGuid-6:
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value: 5a55515156575a0b0f56592346260f444f16197c7e7f24697d2a4a32b1b0353e
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||||||
|
|||||||
Reference in New Issue
Block a user