From 980fe35ae42a12bd4b53dfc268e147351d91e2d6 Mon Sep 17 00:00:00 2001 From: Joywayer Date: Fri, 24 Jul 2026 12:31:31 +0800 Subject: [PATCH] =?UTF-8?q?docs(enemy):=20PerceptionStateMachine=20?= =?UTF-8?q?=E7=B1=BB=E6=B3=A8=E9=87=8A=E8=A1=A5=E5=85=85=20ApproachAttack?= =?UTF-8?q?=20=E4=BA=A4=E6=88=98=E9=A3=8E=E6=A0=BC?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs index 4865b2b9..dde04530 100644 --- a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs +++ b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs @@ -11,6 +11,9 @@ namespace BaseGames.Enemies /// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉(朝向玩家)。 /// 追击: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。 /// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发。 + /// 交战风格(Engagement):默认 ChaseAbility=单一冲锋能力节点; + /// ApproachAttack=把追击换成 Approach(寻路逼近)↔Attack(到射程选招攻击、攻击时停逼近) 两态子机, + /// 打完回逼近重判、脱离全部感知区→R。 /// public static class PerceptionStateMachine {