feat(editor): 敌人 AI 配方脚手架向导;AssignModules 改名并失效缓存

- AiRecipeSO 新增 protected InvalidateGraph(),子类装配模块后调用以丢弃缓存图,
  避免改动要等到下次进 Play 才生效的静默陈旧图问题。
- PerceptionRecipeSO.SetModulesForTests 改名为 AssignModules(向导也要用它装配模块,
  旧名字具有误导性),并在装配后调用 InvalidateGraph。
- 新增 EnemyAiRecipeWizard:按 AssetFolderSpec 定名定路径创建感知型 AI 配方资产
  (Assets/_Game/Data/Enemies/{EnemyID}/ENM_{EnemyID}_Ai.asset),已存在则选中不覆盖。
- PerceptionRecipeSoTests 同步改名调用点,并新增测试钉住"装配后缓存必须失效"契约。
This commit is contained in:
2026-07-29 15:28:25 +08:00
parent 426fa3601d
commit ecdb0040cb
5 changed files with 108 additions and 3 deletions
@@ -25,7 +25,7 @@ namespace BaseGames.Tests.EditMode.AI
static PerceptionRecipeSO MakeE001Recipe() static PerceptionRecipeSO MakeE001Recipe()
{ {
var so = ScriptableObject.CreateInstance<PerceptionRecipeSO>(); var so = ScriptableObject.CreateInstance<PerceptionRecipeSO>();
so.SetModulesForTests( so.AssignModules(
new DisguiseThenPatrol(), new DisguiseThenPatrol(),
new RushEngagement("e001_chase", RushExit.Committed)); new RushEngagement("e001_chase", RushExit.Committed));
return so; return so;
@@ -80,5 +80,19 @@ namespace BaseGames.Tests.EditMode.AI
StringAssert.Contains("RushEngagement", ex.Message); StringAssert.Contains("RushEngagement", ex.Message);
Object.DestroyImmediate(so); Object.DestroyImmediate(so);
} }
[Test]
public void AssignModules_InvalidatesCachedGraph()
{
// 不失效的话,装配后拿到的还是旧图——静默的陈旧配置。
var so = MakeE001Recipe();
var first = so.GetOrBuildGraph();
so.AssignModules(new SinglePost(LocomotionMode.Idle),
new RushEngagement("other", RushExit.OnLostTarget));
var second = so.GetOrBuildGraph();
Assert.AreNotSame(first, second);
Assert.AreEqual(SinglePost.Post, second.EntryState); // 新模块生效
Object.DestroyImmediate(so);
}
} }
} }
+4
View File
@@ -25,6 +25,10 @@ namespace BaseGames.AI
void ClearCache() => _cached = null; void ClearCache() => _cached = null;
/// <summary>装配 / 修改模块后调用,丢弃已缓存的图。
/// 不调的话,改动要等到下次进入 Play 才生效——静默的陈旧图。</summary>
protected void InvalidateGraph() => _cached = null;
public AiGraph GetOrBuildGraph() public AiGraph GetOrBuildGraph()
{ {
if (_cached == null) if (_cached == null)
@@ -0,0 +1,74 @@
using System.IO;
using UnityEditor;
using UnityEngine;
using BaseGames.Enemies;
namespace BaseGames.Editor.AI
{
/// <summary>
/// 敌人 AI 配方脚手架。按 AssetFolderSpec 定名定路径:
/// Assets/_Game/Data/Enemies/{EnemyID}/ENM_{EnemyID}_Ai.asset
/// </summary>
public sealed class EnemyAiRecipeWizard : EditorWindow
{
const string DataRoot = "Assets/_Game/Data/Enemies";
string _enemyId = "E001";
[MenuItem("BaseGames/AI/Enemy AI Recipe Wizard")]
static void Open() => GetWindow<EnemyAiRecipeWizard>("敌人 AI 配方向导").minSize = new Vector2(420, 160);
void OnGUI()
{
EditorGUILayout.HelpBox(
"创建感知型 AI 配方资产。创建后在 Inspector 里选两层模块(未发现 / 交战)," +
"再把资产拖到敌人预制体的 EnemyAiBrain._recipe 上。",
MessageType.Info);
_enemyId = EditorGUILayout.TextField("敌人 ID(如 E001", _enemyId);
string path = TargetPath(_enemyId);
EditorGUILayout.LabelField("产出路径", path);
using (new EditorGUI.DisabledScope(string.IsNullOrWhiteSpace(_enemyId)))
{
if (GUILayout.Button("创建配方资产", GUILayout.Height(28)))
Create(_enemyId);
}
}
static string TargetPath(string enemyId) =>
$"{DataRoot}/{enemyId}/ENM_{enemyId}_Ai.asset";
/// <summary>建配方资产。已存在则选中返回,不覆盖用户已配好的内容。</summary>
public static PerceptionRecipeSO Create(string enemyId)
{
string dir = $"{DataRoot}/{enemyId}";
if (!AssetDatabase.IsValidFolder(dir))
{
Directory.CreateDirectory(dir);
AssetDatabase.Refresh();
}
string path = TargetPath(enemyId);
var existing = AssetDatabase.LoadAssetAtPath<PerceptionRecipeSO>(path);
if (existing != null)
{
Selection.activeObject = existing;
EditorGUIUtility.PingObject(existing);
Debug.Log($"配方已存在,已选中:{path}");
return existing;
}
var so = ScriptableObject.CreateInstance<PerceptionRecipeSO>();
AssetDatabase.CreateAsset(so, path);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Selection.activeObject = so;
EditorGUIUtility.PingObject(so);
Debug.Log($"✔ 已创建 AI 配方:{path}");
return so;
}
}
}
@@ -0,0 +1,11 @@
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guid: a27970d31831f6747a3995481fde3d39
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -23,10 +23,12 @@ namespace BaseGames.Enemies
protected override void Build(BrainBuilder b) protected override void Build(BrainBuilder b)
=> PerceptionSkeleton.Add(b, _unaware, _engagement); => PerceptionSkeleton.Add(b, _unaware, _engagement);
/// <summary>仅供 EditMode 测试与脚手架向导装配模块,运行时不使用。</summary> /// <summary>装配模块。供脚手架向导与 EditMode 测试使用,运行时不应调用
public void SetModulesForTests(IUnawareModule unaware, IEngagementModule engagement) /// (本资产是 flyweight,运行时改它会影响所有引用该配方的敌人)。</summary>
public void AssignModules(IUnawareModule unaware, IEngagementModule engagement)
{ {
_unaware = unaware; _engagement = engagement; _unaware = unaware; _engagement = engagement;
InvalidateGraph();
} }
} }
} }