feat(ai): EnemyAiBrain 组件——承载 AiRuntime、逐帧推进、池复用重置、信号入口
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using UnityEngine;
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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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/// 把 BrainGraph 决策层挂到敌人上:按 id 取共享 AiGraph、构造 AiRuntime、逐帧推进。
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/// 取代旧的行为树组件。
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/// </summary>
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[DisallowMultipleComponent]
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[RequireComponent(typeof(EnemyBase))]
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public sealed class EnemyAiBrain : MonoBehaviour
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{
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[Tooltip("对应 [AiDefinition(id)] 的敌人 AI 定义 id,例如 E001")]
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[SerializeField] string _definitionId;
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EnemyBase _enemy;
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EnemyBrainContext _context;
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AiRuntime _runtime;
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public string DefinitionId => _definitionId;
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public string CurrentStateName => _runtime != null ? _runtime.CurrentStateName : "(none)";
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public bool IsSuspended => _runtime != null && _runtime.IsSuspended;
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public AiRuntime Runtime => _runtime;
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void Awake()
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{
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_enemy = GetComponent<EnemyBase>();
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if (string.IsNullOrEmpty(_definitionId))
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{
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// 根因暴露:漏配 id 直接报错,不静默兜底。
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Debug.LogError($"EnemyAiBrain 未配置 _definitionId:{name}", this);
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enabled = false;
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return;
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}
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var graph = AiDefinitionRegistry.GetGraph(_definitionId); // 不存在则抛异常
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_context = new EnemyBrainContext(_enemy);
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_runtime = new AiRuntime(graph, _context);
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}
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void Update()
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{
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if (_runtime == null) return;
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float dt = Time.deltaTime;
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_context.Refresh(dt);
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_runtime.Tick(dt);
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}
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/// <summary>对象池复用时由 EnemyBase.OnSpawn 调用:回到 Entry、清临时态。</summary>
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public void ResetBrain()
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{
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_context?.ResetScratch();
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_runtime?.Reset();
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}
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/// <summary>信号入口,供 EnemyBase 转发死亡等事件到决策层。</summary>
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public void Send(AiSignal signal) => _runtime?.Send(signal);
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}
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}
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