refactor(enemy): 删除 AiPhase 影子层,动画统一由 locomotion/反应态/能力驱动

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-10 13:38:27 +08:00
co-authored by Claude Opus 4.8
parent 347d0e2f50
commit d718b99685
7 changed files with 19 additions and 132 deletions
@@ -8,7 +8,7 @@ namespace BaseGames.Enemies
/// <summary>
/// 运行时 AI 状态调试叠加层(仅 Editor)。
/// 挂到敌人 Prefab 根节点,运行时在场景视图 / GameView 上显示:
/// - AiPhase / EnemyStateType
/// - AI 决策状态 / EnemyStateType
/// - 当前激活的能力名称及运行状态
/// - LOS 状态 / 到玩家距离
/// - Boss:技能执行状态 + 各技能冷却倒计时
@@ -85,8 +85,8 @@ namespace BaseGames.Enemies
// 名称
list.Add($"<b>{gameObject.name}</b>");
// AiPhase + EnemyState
list.Add($"Phase: <color=#ffcc44>{_enemy.CurrentAiPhase}</color> State: <color=#88ddff>{_enemy.CurrentState}</color>");
// AI 决策状态 + EnemyState
list.Add($"Phase: <color=#ffcc44>{(_enemy.Brain != null ? _enemy.Brain.CurrentStateName : "-")}</color> State: <color=#88ddff>{_enemy.CurrentState}</color>");
// 距离 + LOS
float dist = _enemy.Stats != null ? Mathf.Sqrt(_enemy.Stats.SqrDistanceToPlayer) : -1f;