perf(ai): AiRuntime 热路径去装箱/弱表一次注册 + 补 OnExit/Entry OnEnter 测试
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@@ -15,6 +15,7 @@ namespace BaseGames.Tests.EditMode.AI
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.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
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b.State("Chase")
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.OnEnter(c => c.Mover.FacePlayer())
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.OnExit(c => c.Mover.Stop())
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.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))
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.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
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b.State("Search")
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@@ -89,5 +90,26 @@ namespace BaseGames.Tests.EditMode.AI
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rt.Tick(1.5f);
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Assert.AreEqual("Patrol", rt.CurrentStateName); // 累计 >3s
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}
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[Test]
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public void Switch_RunsPreviousStateOnExit()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true; rt.Tick(0.1f); // Patrol -> Chase
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ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f);// Chase -> Search (触发 Chase.OnExit)
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CollectionAssert.Contains(ctx.M.Calls, "Stop");
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}
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[Test]
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public void Construct_InvokesEntryOnEnter()
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{
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var b = new BrainBuilder();
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b.Entry("Start");
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b.State("Start").OnEnter(c => c.Mover.LookAround());
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.Build(), ctx);
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CollectionAssert.Contains(ctx.M.Calls, "LookAround");
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}
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}
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}
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