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980fe35ae42a12bd4b53dfc268e147351d91e2d6
zeling_v2/Assets/_Game/Scripts/Enemies/AIBrain
T
History
joywayer 980fe35ae4 docs(enemy): PerceptionStateMachine 类注释补充 ApproachAttack 交战风格
2026-07-24 12:31:31 +08:00
..
Ai
chore(enemy): [临时调试] E001 初始态改为 Move_Patrol,出生即巡逻便于 MCP 调试
2026-07-23 15:13:30 +08:00
Ai.meta
feat(ai): E001(草蛭) AiScript 定义——巡逻/追击/搜查(接触伤害杂兵)
2026-07-03 15:03:27 +08:00
EnemyAiBrain.cs
@
2026-07-10 13:30:46 +08:00
EnemyAiBrain.cs.meta
feat(ai): EnemyAiBrain 组件——承载 AiRuntime、逐帧推进、池复用重置、信号入口
2026-07-03 15:00:59 +08:00
EnemyBrainContext.cs
feat(enemy): ICombatant 增加 HasEligibleAttack/UseBestAttack + EnemyBase 构建选择器
2026-07-24 12:20:54 +08:00
EnemyBrainContext.cs.meta
feat(ai): EnemyBrainContext——EnemyBase子系统适配为BrainGraph能力接口
2026-07-03 14:58:52 +08:00
IEnemyActor.cs
refactor(ai): E001 贯彻"AI只决策"——每状态=一能力(Model A)
2026-07-10 10:05:14 +08:00
IEnemyActor.cs.meta
refactor(ai): E001 AI 重写为纯决策层,符合设计并委托能力模块
2026-07-03 16:51:47 +08:00
PerceptionStateMachine.cs
docs(enemy): PerceptionStateMachine 类注释补充 ApproachAttack 交战风格
2026-07-24 12:31:31 +08:00
PerceptionStateMachine.cs.meta
feat(ai): 敌人感知↔状态模型——待机/警觉/追击/巡逻 + 可复用感知状态机
2026-07-09 15:10:39 +08:00
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