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zeling_v2/Assets/_Game/Scripts/Enemies/AIBrain/EnemyAiBrain.cs
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using UnityEngine;
using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// 把 BrainGraph 决策层挂到敌人上:按 id 取共享 AiGraph、构造 AiRuntime、逐帧推进。
/// 取代旧的行为树组件。
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(EnemyBase))]
public sealed class EnemyAiBrain : MonoBehaviour
{
[Tooltip("配方路径(约 95% 的敌人):直接引用 AI 配方资产")]
[SerializeField] AiRecipeSO _recipe;
[Tooltip("定制路径(约 5% 的敌人):[AiDefinition(id)] AiScript 子类 id。与配方二选一")]
[SerializeField] string _definitionId;
EnemyBase _enemy;
EnemyBrainContext _context;
AiRuntime _runtime;
public string DefinitionId => _recipe != null ? _recipe.name : _definitionId;
public string CurrentStateName => _runtime != null ? _runtime.CurrentStateName : "(none)";
public bool IsSuspended => _runtime != null && _runtime.IsSuspended;
public AiRuntime Runtime => _runtime;
void Awake()
{
_enemy = GetComponent<EnemyBase>();
bool hasRecipe = _recipe != null;
bool hasId = !string.IsNullOrEmpty(_definitionId);
if (hasRecipe == hasId) // 都配了 或 都没配
{
// 根因暴露:配置歧义 / 漏配直接报错,不静默兜底。
Debug.LogError(
$"EnemyAiBrain 必须且只能配置一项:_recipe(配方资产)或 _definitionIdAiScript id)。当前 recipe={(hasRecipe ? _recipe.name : "")}, id='{_definitionId}'{name}",
this);
enabled = false;
}
}
// 在 Start 构造 runtime:确保 EnemyBase.Awake 已发现 Locomotion/子系统后,
// 再触发入口状态 OnEnter(其会声明 locomotion 意图)。所有 Awake 先于任一 Start 执行。
void Start()
{
IAiDefinition definition = _recipe != null
? (IAiDefinition)_recipe
: AiDefinitionRegistry.GetDefinition(_definitionId); // 不存在则抛异常
var graph = definition.GetOrBuildGraph();
_context = new EnemyBrainContext(_enemy);
_runtime = new AiRuntime(graph, _context);
}
void Update()
{
if (_runtime == null) return;
float dt = Time.deltaTime;
_context.Refresh(dt);
_runtime.Tick(dt);
}
/// <summary>对象池复用时由 EnemyBase.OnSpawn 调用:回到 Entry、清临时态。</summary>
public void ResetBrain()
{
_context?.ResetScratch();
_runtime?.Reset();
}
/// <summary>信号入口,供 EnemyBase 转发死亡等事件到决策层。</summary>
public void Send(AiSignal signal) => _runtime?.Send(signal);
}
}