diff --git a/Assets/_Game/Scripts/AI/AiDefinitionRegistry.cs b/Assets/_Game/Scripts/AI/AiDefinitionRegistry.cs
index ddf4a9b0..5cada826 100644
--- a/Assets/_Game/Scripts/AI/AiDefinitionRegistry.cs
+++ b/Assets/_Game/Scripts/AI/AiDefinitionRegistry.cs
@@ -57,6 +57,16 @@ namespace BaseGames.AI
return script.GetOrBuildGraph();
}
+ /// 取 id 对应的定义;不存在则显式抛错(根因暴露,不做兜底)。
+ public static IAiDefinition GetDefinition(string id)
+ {
+ EnsureBuilt();
+ if (!_byId.TryGetValue(id, out var script))
+ throw new InvalidOperationException(
+ $"AiDefinitionRegistry: 未找到 AI 定义 id '{id}'。请确认存在 [AiDefinition(\"{id}\")] 的 AiScript 子类。");
+ return script;
+ }
+
public static IEnumerable Ids
{
get { EnsureBuilt(); return _byId.Keys; }
diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/EnemyAiBrain.cs b/Assets/_Game/Scripts/Enemies/AIBrain/EnemyAiBrain.cs
index 20123148..da443b0d 100644
--- a/Assets/_Game/Scripts/Enemies/AIBrain/EnemyAiBrain.cs
+++ b/Assets/_Game/Scripts/Enemies/AIBrain/EnemyAiBrain.cs
@@ -11,14 +11,17 @@ namespace BaseGames.Enemies
[RequireComponent(typeof(EnemyBase))]
public sealed class EnemyAiBrain : MonoBehaviour
{
- [Tooltip("对应 [AiDefinition(id)] 的敌人 AI 定义 id,例如 E001")]
+ [Tooltip("配方路径(约 95% 的敌人):直接引用 AI 配方资产")]
+ [SerializeField] AiRecipeSO _recipe;
+
+ [Tooltip("定制路径(约 5% 的敌人):[AiDefinition(id)] 的 AiScript 子类 id。与配方二选一")]
[SerializeField] string _definitionId;
EnemyBase _enemy;
EnemyBrainContext _context;
AiRuntime _runtime;
- public string DefinitionId => _definitionId;
+ public string DefinitionId => _recipe != null ? _recipe.name : _definitionId;
public string CurrentStateName => _runtime != null ? _runtime.CurrentStateName : "(none)";
public bool IsSuspended => _runtime != null && _runtime.IsSuspended;
public AiRuntime Runtime => _runtime;
@@ -26,10 +29,15 @@ namespace BaseGames.Enemies
void Awake()
{
_enemy = GetComponent();
- if (string.IsNullOrEmpty(_definitionId))
+
+ bool hasRecipe = _recipe != null;
+ bool hasId = !string.IsNullOrEmpty(_definitionId);
+ if (hasRecipe == hasId) // 都配了 或 都没配
{
- // 根因暴露:漏配 id 直接报错,不静默兜底。
- Debug.LogError($"EnemyAiBrain 未配置 _definitionId:{name}", this);
+ // 根因暴露:配置歧义 / 漏配直接报错,不静默兜底。
+ Debug.LogError(
+ $"EnemyAiBrain 必须且只能配置一项:_recipe(配方资产)或 _definitionId(AiScript id)。当前 recipe={(hasRecipe ? _recipe.name : "空")}, id='{_definitionId}':{name}",
+ this);
enabled = false;
}
}
@@ -38,7 +46,10 @@ namespace BaseGames.Enemies
// 再触发入口状态 OnEnter(其会声明 locomotion 意图)。所有 Awake 先于任一 Start 执行。
void Start()
{
- var graph = AiDefinitionRegistry.GetGraph(_definitionId); // 不存在则抛异常
+ IAiDefinition definition = _recipe != null
+ ? (IAiDefinition)_recipe
+ : AiDefinitionRegistry.GetDefinition(_definitionId); // 不存在则抛异常
+ var graph = definition.GetOrBuildGraph();
_context = new EnemyBrainContext(_enemy);
_runtime = new AiRuntime(graph, _context);
}