refactor(enemy): E001 AI 迁移为配方资产,退役定制脚本
用 EnemyAiRecipeWizard 建 ENM_E001_Ai.asset,配置未发现层 DisguiseThenPatrol + 交战层 RushEngagement(e001_chase, Committed); TestRoomA 场景 EnemyAiBrain 改绑 _recipe,_definitionId 清空; 删除 E001CaoZhiAi.cs;SceneObjectPlacerTool 的 E001 挂载分支与其余 AI(BrainGraph) 提示文案统一改为指向配方向导路径。
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using BaseGames.AI;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// E001(草蛭)AI —— 纯决策层,组装两层模块。
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/// 出生伪装静止(伪装成石头),一旦交战过就只回巡逻;追击=带冷却的接触冲锋,
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/// 起手即锁定、打完回巡逻走冷却;死亡演出走物理状态机(EnemyBase.PerformDeath)。
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/// AI 只决策;移动 / 朝向 / 速度 / 动画 / 伤害全部在能力与 EnemyLocomotion 里实现。
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/// 依据 Docs/Game/敌人/小怪/E001_草蛭.md。
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/// </summary>
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[AiDefinition("E001")]
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public sealed class E001CaoZhiAi : AiScript
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{
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protected override void Build(BrainBuilder b) => PerceptionSkeleton.Add(b,
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unaware: new DisguiseThenPatrol(),
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engagement: new RushEngagement("e001_chase", RushExit.Committed));
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}
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}
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