From d38c6e35bbe583016bb09c183ff942ac3f3a310b Mon Sep 17 00:00:00 2001 From: Joywayer Date: Fri, 3 Jul 2026 16:08:32 +0800 Subject: [PATCH] =?UTF-8?q?feat(ai):=20=E8=84=9A=E6=89=8B=E6=9E=B6=20Place?= =?UTF-8?q?E001=20=E4=B8=80=E9=94=AE=E6=8C=82=E8=BD=BD=20EnemyAiBrain=20?= =?UTF-8?q?=E5=B9=B6=E7=BB=91=E5=AE=9A=20id=3DE001?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs index 6b16e764..a8d78d6a 100644 --- a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs +++ b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs @@ -521,7 +521,11 @@ namespace BaseGames.Editor if (dmgSrc != null) AssignReference(contactHitBox, "_defaultSource", dmgSrc, report); SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "los" }, report); - report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E001_CaoZhi.asset。"); + + // BrainGraph AI:挂载决策组件并绑定定义 id(取代旧的 Opsive BehaviorTree) + var brain = GetOrAddComponent(go); + AssignString(brain, "_definitionId", "E001", report); + report.Add("✔ 已挂载 EnemyAiBrain 并绑定 AI 定义 id=E001(BrainGraph)。"); Undo.CollapseUndoOperations(undoGroup); Selection.activeGameObject = go;