fix(editor): 脚手架提示改为 BrainGraph 指引,清除已废弃的 BehaviorTree/BossSkillSequencer 说法
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@@ -342,7 +342,8 @@ namespace BaseGames.Editor
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SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "los" }, report);
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report.Add("★ 指定 EnemyBase._statsSO、_animConfig 资产(按所创建的敌人类型命名)。");
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report.Add("★ 挂载行为树 BehaviorTree 组件,指定对应 .asset。");
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report.Add("★ AI(BrainGraph):先写一个 [AiDefinition(\"<id>\")] 的 AiScript 子类," +
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"再挂 EnemyAiBrain 组件并把 _definitionId 设为该 id。");
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Undo.CollapseUndoOperations(undoGroup);
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Selection.activeGameObject = go;
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@@ -404,7 +405,9 @@ namespace BaseGames.Editor
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SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "los" }, report);
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report.Add("填写 _bossId。");
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report.Add("挂载 BossSkillSequencer 组件并指定技能序列 SO;行为树、NavAgent 需手工添加。");
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report.Add("★ 挂载 BossSkillExecutor 并指定 BossSkillSO 列表(技能执行层);NavAgent 需手工添加。");
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report.Add("★ AI(BrainGraph):先写一个 [AiDefinition(\"<id>\")] 的 AiScript 子类," +
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"再挂 EnemyAiBrain 组件并把 _definitionId 设为该 id。");
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report.Add("多阶段 Boss 可在此 GameObject 上继续 AddComponent 阶段切换控制器。");
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Selection.activeGameObject = go;
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@@ -604,7 +607,8 @@ namespace BaseGames.Editor
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report.Add("★ 将此对象放置于天花板,调整位置使 CapsuleCollider 正好贴合天花板底面。");
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report.Add("★ HurtBox.enabled 初始为 false;钻出后由 CeilingHangStrikeAbility 在悬挂窗口开启。");
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report.Add("★ attack_range 槽位为正下方 BoxCast(玩家经过检测区);按需在 Inspector 调整 offset/size。");
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report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E002_HuangZhi.asset。");
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report.Add("★ AI(BrainGraph):E002 尚无 AI 定义——先写 [AiDefinition(\"E002\")] 的 AiScript 子类," +
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"再挂 EnemyAiBrain 并设 _definitionId=E002。");
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report.Add("★ BD 树逻辑建议:Idle(悬挂)→ IsSensorDetecting(aggro) → UseAbility(CeilingDrop) → IsGrounded → Patrol(Pace)。");
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Undo.CollapseUndoOperations(undoGroup);
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@@ -693,7 +697,8 @@ namespace BaseGames.Editor
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SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "los" }, report);
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report.Add("★ 将此对象放置于天花板下方;EnemyAbilityTrigger 在出生时(executeOnSpawn)自动、或被场景触发器调用 Trigger() 时执行下坠能力(e003_fall)。");
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report.Add("★ 挂载行为树 BehaviorTree 组件,指定对应外部行为树资产。");
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report.Add("★ AI(BrainGraph):该敌人尚无 AI 定义——先写 [AiDefinition(\"<id>\")] 的 AiScript 子类," +
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"再挂 EnemyAiBrain 并把 _definitionId 设为该 id。");
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Undo.CollapseUndoOperations(undoGroup);
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Selection.activeGameObject = go;
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@@ -824,7 +829,8 @@ namespace BaseGames.Editor
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SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "sight" }, report);
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report.Add("★ AppearAbility._appearClip / FacePlayerAbility._faceClip 等动画 Clip 待美术接入后在 Inspector 指定。");
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report.Add("★ 在 EnemyDeathSequence._deathPreClip 配置死亡前摇动画(两阶段死亡 Death_Pre 无敌)。");
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report.Add("★ 挂载行为树 BehaviorTree 组件,指定对应外部行为树资产。");
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report.Add("★ AI(BrainGraph):该敌人尚无 AI 定义——先写 [AiDefinition(\"<id>\")] 的 AiScript 子类," +
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"再挂 EnemyAiBrain 并把 _definitionId 设为该 id。");
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Undo.CollapseUndoOperations(undoGroup);
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Selection.activeGameObject = go;
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@@ -935,7 +941,8 @@ namespace BaseGames.Editor
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SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "attack_melee", "attack_range", "los" }, report);
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report.Add("★ 在 EnemyDeathSequence._deathPreClip 上添加 AnimationEvent 调用 SpawnProjectile(\"spawn_e003\"),由 EnemySpawnerOnEvent 从对象池生成幼蛭(ENM_YouZhi)。");
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report.Add("★ 挂载行为树 BehaviorTree 组件,指定对应外部行为树资产。");
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report.Add("★ AI(BrainGraph):该敌人尚无 AI 定义——先写 [AiDefinition(\"<id>\")] 的 AiScript 子类," +
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"再挂 EnemyAiBrain 并把 _definitionId 设为该 id。");
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Undo.CollapseUndoOperations(undoGroup);
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Selection.activeGameObject = go;
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@@ -1036,7 +1043,8 @@ namespace BaseGames.Editor
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}
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SetupPerceptionSystemSlots(sensorHub, new[] { "aggro", "los" }, report);
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report.Add("★ 挂载行为树 BehaviorTree 组件,指定 E006_Huan.asset。");
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report.Add("★ AI(BrainGraph):E006 尚无 AI 定义——先写 [AiDefinition(\"E006\")] 的 AiScript 子类," +
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"再挂 EnemyAiBrain 并设 _definitionId=E006。");
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Undo.CollapseUndoOperations(undoGroup);
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Selection.activeGameObject = go;
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@@ -1181,7 +1189,8 @@ namespace BaseGames.Editor
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report.Add("★ FanCombo 三段 HitBox 与 Tornado HitBox 已挂入 BossSkillExecutor._hitBoxes。");
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report.Add("★ 将 BoomerangMuzzle / TornadoMuzzle / WindStoneMuzzle 拖入对应 BossSkillSO 的发射点字段(如有)。");
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report.Add("★ 回旋扇收招/阶段过渡/击败演出等动画 Clip 待美术接入后在 ChaoFengBoss Inspector 指定。");
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report.Add("★ 挂载行为树 BehaviorTree 组件,指定 Boss_ChaoFeng.asset。");
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report.Add("★ AI(BrainGraph):嘲风尚无 AI 定义——先写 [AiDefinition(\"ChaoFeng\")] 的 AiScript 子类," +
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"再挂 EnemyAiBrain 并设 _definitionId=ChaoFeng(技能执行仍由 BossSkillExecutor 负责)。");
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Undo.CollapseUndoOperations(undoGroup);
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Selection.activeGameObject = go;
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