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>
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@@ -8,7 +8,7 @@ namespace BaseGames.Enemies
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/// <summary>
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/// 运行时 AI 状态调试叠加层(仅 Editor)。
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/// 挂到敌人 Prefab 根节点,运行时在场景视图 / GameView 上显示:
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/// - AiPhase / EnemyStateType
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/// - AI 决策状态 / EnemyStateType
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/// - 当前激活的能力名称及运行状态
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/// - LOS 状态 / 到玩家距离
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/// - Boss:技能执行状态 + 各技能冷却倒计时
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@@ -85,8 +85,8 @@ namespace BaseGames.Enemies
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// 名称
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list.Add($"<b>{gameObject.name}</b>");
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// AiPhase + EnemyState
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list.Add($"Phase: <color=#ffcc44>{_enemy.CurrentAiPhase}</color> State: <color=#88ddff>{_enemy.CurrentState}</color>");
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// AI 决策状态 + EnemyState
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list.Add($"Phase: <color=#ffcc44>{(_enemy.Brain != null ? _enemy.Brain.CurrentStateName : "-")}</color> State: <color=#88ddff>{_enemy.CurrentState}</color>");
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// 距离 + LOS
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float dist = _enemy.Stats != null ? Mathf.Sqrt(_enemy.Stats.SqrDistanceToPlayer) : -1f;
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