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。
This commit is contained in:
2026-07-29 15:38:44 +08:00
parent ecdb0040cb
commit 44412adfc7
6 changed files with 75 additions and 53 deletions
@@ -1,19 +0,0 @@
using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// E001(草蛭)AI —— 纯决策层,组装两层模块。
/// 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,
/// 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)。
/// AI 只决策;移动 / 朝向 / 速度 / 动画 / 伤害全部在能力与 EnemyLocomotion 里实现。
/// 依据 Docs/Game/敌人/小怪/E001_草蛭.md。
/// </summary>
[AiDefinition("E001")]
public sealed class E001CaoZhiAi : AiScript
{
protected override void Build(BrainBuilder b) => PerceptionSkeleton.Add(b,
unaware: new DisguiseThenPatrol(),
engagement: new RushEngagement("e001_chase", RushExit.Committed));
}
}
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