refactor(ai): PerceptionStateMachine 状态改绑 locomotion 意图
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -23,9 +23,9 @@ namespace BaseGames.Enemies
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Entry = "Idle_Disguise",
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Rest = "Move_Patrol",
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IdleAbilityId = "e001_idle",
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PatrolAbilityId = "e001_patrol",
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AlertAbilityId = "e001_alert",
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IdleMode = LocomotionMode.Idle,
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PatrolMode = LocomotionMode.Patrol,
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AlertMode = LocomotionMode.Face,
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ChaseAbilityId = "e001_chase",
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// DeathAbilityId 留空:死亡演出走物理状态机(EnemyBase.PerformDeath)
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});
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