refactor(enemy): 清全库行为树残留,删无人使用的 Boss 技能事件频道
Task 21 Step 2 全库扫描后的收尾: 注释与 Tooltip 里的旧决策层措辞逐处改为只描述功能—— EnemyControlledState / RangedEnemy / FlyingEnemy / SensorSlotNames / EnemyPoiseComponent / EnemyAnimationConfigSO / EnemyAiBrain。 EnemyQuotaManager 的序列化字段 _maxActiveBehaviorTrees 改名 _maxActiveBrains (它裁剪的实际是 EnemyAiBrain),带 FormerlySerializedAs。复核确认目前 无任何场景 / 预制体挂载该组件,故无值可丢;属未雨绸缪。 BossSkillEventChannelSO + BossEvents.BossSkillEvent + EVT_BossSkill.asset 删除: 唯一发送方 BossSkillExecutor 已随旧轨删除,复核确认全项目零发送方、零订阅方, 资产 guid 在场景 / 预制体 / Addressables 分组中均无引用。 自检:编译 0 error;EditMode 260/260 通过; SO 校验 0 error 0 warning;层矩阵 25/25 正确。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -1,15 +1,5 @@
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namespace BaseGames.Core.Events
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{
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/// <summary>
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/// Boss 技能事件负载。
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/// </summary>
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[System.Serializable]
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public struct BossSkillEvent
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{
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public string BossId;
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public string SkillId;
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}
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/// <summary>
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/// Boss 阶段切换事件负载。
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/// </summary>
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@@ -1,7 +0,0 @@
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using UnityEngine;
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namespace BaseGames.Core.Events
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{
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[CreateAssetMenu(menuName = "BaseGames/Events/BossSkill")]
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public class BossSkillEventChannelSO : BaseEventChannelSO<BossSkillEvent> { }
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}
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@@ -1,11 +0,0 @@
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