敌人追踪
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using UnityEngine;
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/// <summary>
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/// 每隔 x 秒,在自身半径 n 米的范围内随机生成一个预制体,并把追踪目标递给它。
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///
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/// 用法:挂在场景里任意物体上,把要生成的预制体拖到 prefab 字段,把玩家根节点拖到 target 字段,
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/// 再填间隔和半径。
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/// 生成位置在以自身为圆心、半径 n 米的**水平圆面**内(Y 跟自身一致),不会掉到地下或飘到天上。
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/// 生成的物体放在场景根节点下,朝向用 Identity。
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///
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/// 目标传递:生成出来的敌人拿不到场景里的玩家引用(预制体资产存不下场景对象),
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/// 所以在 Instantiate 之后把 target 赋给它身上的 EnemyChaseController。
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/// </summary>
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[DisallowMultipleComponent]
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public class PrefabSpawner : MonoBehaviour
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{
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[Header("敌人引用(必须在 Inspector / 预制体里指定)")]
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[Tooltip("要生成的预制体,根节点上必须有 EnemyChaseController")]
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[SerializeField] private GameObject prefab;
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[Tooltip("生成后赋给敌人的追踪目标,拖玩家根节点进来")]
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[SerializeField] private Transform target;
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[Header("生成")]
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[Tooltip("生成间隔(秒),必须大于 0")]
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[SerializeField] private float interval = 1f;
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[Tooltip("随机范围半径(米),以自身位置为圆心")]
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[SerializeField] private float radius = 5f;
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private float _timer;
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private void Awake()
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{
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if (prefab == null)
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{
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Debug.LogError("[PrefabSpawner] 没有指定要生成的预制体(prefab),请在 Inspector 里拖入。", this);
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return;
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}
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if (target == null)
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Debug.LogError("[PrefabSpawner] 没有指定目标(target),生成出来的敌人不会有追踪目标。", this);
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if (prefab.GetComponent<EnemyChaseController>() == null)
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Debug.LogError("[PrefabSpawner] 这个预制体上没有 EnemyChaseController,目标传不进去。", this);
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}
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private void Update()
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{
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if (prefab == null)
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return; // Awake 已经报过错
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_timer += Time.deltaTime;
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if (_timer < interval)
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return;
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_timer -= interval;
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Spawn();
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}
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/// <summary>在自身半径 radius 米的水平圆面内随机取一点,生成预制体。</summary>
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private void Spawn()
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{
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Vector2 offset = Random.insideUnitCircle * radius;
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Vector3 position = transform.position + new Vector3(offset.x, 0f, offset.y);
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GameObject instance = Instantiate(prefab, position, Quaternion.identity);
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// 实例拿不到场景里的玩家引用,这里递进去
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EnemyChaseController enemy = instance.GetComponent<EnemyChaseController>();
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if (enemy != null)
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enemy.SetTarget(target);
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}
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}
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