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>
This commit is contained in:
2026-07-03 16:26:28 +08:00
co-authored by Claude Opus 4.8
parent d38c6e35bb
commit 63e241af92
3 changed files with 23 additions and 4 deletions
@@ -724,6 +724,7 @@ namespace BaseGames.Enemies
_abilities.InterruptAll(InterruptReason.Dead);
// 重置决策层(回到 Entry、清临时态)
if (_brain != null) _brain.enabled = true; // 复用时恢复决策组件(可能曾被 QuotaManager 裁剪禁用)
_brain?.ResetBrain();
// 通知配置型出生行为组件(如 EnemyAbilityTrigger)执行出生触发逻辑