refactor(ai): E001 贯彻"AI只决策"——每状态=一能力(Model A)
AI 决策层(E001CaoZhiAi + PerceptionStateMachine)彻底移除所有 actuation: 不再有 Mover.Stop/FacePlayer/UseChaseSpeed/WalkRandom、也不再 SetPhase。 每个 AI 状态只声明触发哪个能力 id,行为(移动/朝向/停/速度/动画/伤害/ 阶段声明)全部下沉到对应能力里。 - 新增 IdleAbility/PatrolAbility/AlertAbility:待机静止、巡逻游走、 警觉朝向玩家,各自 SetAiPhase 驱动阶段动画。 - ContactChaseAbility 追击进入时自设 RunSpeed + Chase 阶段(原在 AI)。 - PerceptionStateMachine 改为 AddAbilityState:进入/每帧 EnsureAbility (被打断/受击后自动重触发)、离开 InterruptAbilities;转换规则不变。 - IEnemyActor/EnemyBrainContext 移除已无用的 SetPhase,保留 HasAlertState。 - 新增 SO:ABL_E001_Idle(e001_idle)、ABL_E001_Patrol(e001_patrol)。 - 脚手架 PlaceE001 与 ENM_CaoZhi 预制体同步为四能力结构;TestRoomA 实例替换为规范预制体实例。 PlayMode 验证:Chase→ContactChaseAbility、脱离感知→Move_Patrol→ PatrolAbility,阶段由能力设置,无报错。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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using System.Collections;
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using Animancer;
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using UnityEngine;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>
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/// 警觉行为能力:停下 + 朝向玩家 + Alert 阶段(播警觉动画/feedback)。持续朝向玩家直到被打断。
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/// "警觉态朝向角色"等行为归本能力,AI 只在进入警觉状态时触发。
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/// </summary>
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public class AlertAbility : EnemyAbilityBase
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{
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[Header("警觉动画(可选,留空则用 AnimConfig.Alert 阶段动画)")]
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[SerializeField] private ClipTransition _alertClip;
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protected override IEnumerator ExecuteCoroutine()
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{
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Phase = AbilityRunState.Active;
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_enemy.SetAiPhase(AiPhase.Alert); // 阶段动画 + 广播(供群体警戒等)
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if (_alertClip.Clip != null)
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_animancer.Play(_alertClip);
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while (true)
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{
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_enemy.StopMovement(); // 保持静止
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if (_enemy.PlayerTransform != null)
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_enemy.FaceTarget(_enemy.PlayerTransform.position); // 朝向玩家
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yield return null;
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}
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}
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}
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}
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@@ -23,6 +23,11 @@ namespace BaseGames.Enemies.Abilities
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{
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Phase = AbilityRunState.Active;
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// 追击行为的速度/阶段声明归本能力(AI 只触发能力,不做这些执行)
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if (_enemy.Nav != null && _enemy.Stats != null)
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_enemy.Nav.SetSpeed(_enemy.Stats.RunSpeed);
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_enemy.SetAiPhase(AiPhase.Chase);
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if (_loopClip.Clip != null)
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_animancer.Play(_loopClip);
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using System.Collections;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>
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/// 待机行为能力:停下 + 声明 Idle 阶段(播 Idle/伪装动画)。保持到被 AI 切换状态时打断。
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/// 由 AI 决策层在进入待机状态时触发(AI 只决策,行为在此实现)。
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/// </summary>
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public class IdleAbility : EnemyAbilityBase
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{
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protected override IEnumerator ExecuteCoroutine()
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{
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Phase = AbilityRunState.Active;
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_enemy.StopMovement();
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_enemy.SetAiPhase(AiPhase.Idle);
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while (true) // 保持待机(占用运行态)直到被打断
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yield return null;
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}
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}
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}
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using System.Collections;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>
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/// 巡逻行为能力:巡逻速度 + Patrol 阶段(播 Walk 动画) + 经导航随机游走。保持到被打断。
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/// 移动执行归本能力,AI 只在进入巡逻状态时触发。
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/// </summary>
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public class PatrolAbility : EnemyAbilityBase
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{
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protected override IEnumerator ExecuteCoroutine()
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{
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Phase = AbilityRunState.Active;
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_enemy.SetAiPhase(AiPhase.Patrol);
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var nav = _enemy.Nav;
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if (nav != null && _enemy.Stats != null)
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nav.SetSpeed(_enemy.Stats.WalkSpeed);
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while (true)
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{
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if (nav != null && !nav.IsMoving)
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nav.WalkToRandom(); // 到达后再选一个随机可达点,持续游走
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yield return null;
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}
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}
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protected override void OnInterrupted(InterruptReason reason)
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{
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_enemy.Nav?.StopNavigation(); // 退出巡逻时清除残留游走目标
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}
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}
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}
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