fix(ai): AiRuntime 自转换设为no-op(根治死亡双发Died再入) + EnemyBase.OnSpawn复位brain.enabled + 测试
Switch 对 target==当前态直接 no-op(不重跑Exit/Enter),循环改为 if(Switch(t))return true; OnSpawn 复用时恢复被 QuotaManager 裁剪禁用的 brain。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -85,7 +85,7 @@ namespace BaseGames.AI
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{
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var t = globals[i];
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if (!t.IsEvent && t.Condition(_ctx))
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return Switch(t);
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{ if (Switch(t)) return true; }
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}
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var locals = _current.Transitions;
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@@ -93,7 +93,7 @@ namespace BaseGames.AI
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{
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var t = locals[i];
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if (!t.IsEvent && t.Condition(_ctx))
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return Switch(t);
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{ if (Switch(t)) return true; }
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}
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return false;
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@@ -106,7 +106,7 @@ namespace BaseGames.AI
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{
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var t = globals[i];
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if (t.IsEvent && t.Event.Value == sig)
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return Switch(t);
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{ if (Switch(t)) return true; }
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}
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var locals = _current.Transitions;
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@@ -114,13 +114,14 @@ namespace BaseGames.AI
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{
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var t = locals[i];
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if (t.IsEvent && t.Event.Value == sig)
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return Switch(t);
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{ if (Switch(t)) return true; }
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}
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return false;
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}
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bool Switch(Transition t)
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{
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if (t.Target == _current.Name) return false; // 自转换:no-op,不重跑 Exit/Enter
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var from = _current.Name;
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_current.OnExit?.Invoke(_ctx);
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_current = _graph.GetState(t.Target);
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@@ -724,6 +724,7 @@ namespace BaseGames.Enemies
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_abilities.InterruptAll(InterruptReason.Dead);
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// 重置决策层(回到 Entry、清临时态)
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if (_brain != null) _brain.enabled = true; // 复用时恢复决策组件(可能曾被 QuotaManager 裁剪禁用)
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_brain?.ResetBrain();
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// 通知配置型出生行为组件(如 EnemyAbilityTrigger)执行出生触发逻辑
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