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
@@ -174,6 +174,23 @@ namespace BaseGames.Tests.EditMode.AI
Assert.AreEqual("Flee", rt.CurrentStateName); Assert.AreEqual("Flee", rt.CurrentStateName);
} }
[Test]
public void EventSelfTransition_DoesNotReenter()
{
var b = new BrainBuilder();
b.Entry("Dead");
int enterCount = 0;
b.State("Dead").OnEnter(c => enterCount++);
b.Global().To("Dead").OnEvent(AiSignal.Died);
var ctx = new FakeAiContext();
var rt = new AiRuntime(b.Build(), ctx);
// 构造即进入 Dead → enterCount==1
rt.Send(AiSignal.Died);
rt.Tick(0.1f); // 已在 Dead,自转换应 no-op,不再 +1
Assert.AreEqual(1, enterCount);
Assert.AreEqual("Dead", rt.CurrentStateName);
}
[Test] [Test]
public void TwoRuntimes_ShareGraph_IndependentStateAndTimer() public void TwoRuntimes_ShareGraph_IndependentStateAndTimer()
{ {
+5 -4
View File
@@ -85,7 +85,7 @@ namespace BaseGames.AI
{ {
var t = globals[i]; var t = globals[i];
if (!t.IsEvent && t.Condition(_ctx)) if (!t.IsEvent && t.Condition(_ctx))
return Switch(t); { if (Switch(t)) return true; }
} }
var locals = _current.Transitions; var locals = _current.Transitions;
@@ -93,7 +93,7 @@ namespace BaseGames.AI
{ {
var t = locals[i]; var t = locals[i];
if (!t.IsEvent && t.Condition(_ctx)) if (!t.IsEvent && t.Condition(_ctx))
return Switch(t); { if (Switch(t)) return true; }
} }
return false; return false;
@@ -106,7 +106,7 @@ namespace BaseGames.AI
{ {
var t = globals[i]; var t = globals[i];
if (t.IsEvent && t.Event.Value == sig) if (t.IsEvent && t.Event.Value == sig)
return Switch(t); { if (Switch(t)) return true; }
} }
var locals = _current.Transitions; var locals = _current.Transitions;
@@ -114,13 +114,14 @@ namespace BaseGames.AI
{ {
var t = locals[i]; var t = locals[i];
if (t.IsEvent && t.Event.Value == sig) if (t.IsEvent && t.Event.Value == sig)
return Switch(t); { if (Switch(t)) return true; }
} }
return false; return false;
} }
bool Switch(Transition t) bool Switch(Transition t)
{ {
if (t.Target == _current.Name) return false; // 自转换:no-op,不重跑 Exit/Enter
var from = _current.Name; var from = _current.Name;
_current.OnExit?.Invoke(_ctx); _current.OnExit?.Invoke(_ctx);
_current = _graph.GetState(t.Target); _current = _graph.GetState(t.Target);
@@ -724,6 +724,7 @@ namespace BaseGames.Enemies
_abilities.InterruptAll(InterruptReason.Dead); _abilities.InterruptAll(InterruptReason.Dead);
// 重置决策层(回到 Entry、清临时态) // 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(); _brain?.ResetBrain();
// 通知配置型出生行为组件(如 EnemyAbilityTrigger)执行出生触发逻辑 // 通知配置型出生行为组件(如 EnemyAbilityTrigger)执行出生触发逻辑