using BaseGames.AI; namespace BaseGames.Enemies { /// /// E001(草蛭)AI —— 纯决策层,复用 PerceptionStateMachine 的"待机/警觉/追击/巡逻"统一规则。 /// 只声明差异:每个状态触发哪个能力(待机=伪装静止、巡逻=游走、警觉=张口、追击=接触追击)。 /// AI 只决策(进哪个状态/转换条件/触发哪个能力);移动/朝向/停/速度/动画/伤害/阶段声明全部在能力里实现。 /// 依据 Docs/Game/Design/小怪设计-程序开发文档-01.md。 /// [AiDefinition("E001")] public sealed class E001CaoZhiAi : AiScript { protected override void Build(BrainBuilder b) { PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config { Idle = "Idle_Disguise", Patrol = "Move_Patrol", Alert = "Alert", Chase = "Chase", Death = "Death", Entry = "Idle_Disguise", Rest = "Move_Patrol", IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face, ChaseAbilityId = "e001_chase", // DeathAbilityId 留空:死亡演出走物理状态机(EnemyBase.PerformDeath) }); } } }