fix(ai): 应用 Task 1+2 代码审查意见
ResourceFull 未挂 BossResource 时改为显式抛——原先静默返回 false, 是 CLAUDE.md 第 6 条禁止的下游兜底,且与紧邻的 Boss facet 行为不一致。 FakeBossControl.DistanceToAnchor 不再忽略 index。测试改用 TearDown 清理 (本项目关闭了 Domain/Scene Reload,失败断言会把物体永久留在打开的场景里)。 BeginPhaseTransition 去掉死的默认参数;接口补充重入契约说明。 顺带去重:FakeAiContext 实现 IEnemyActor,删除两个测试内的本地 Ctx 副本 ——一个接口成员改动要同步三份是复发性成本。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.AI;
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using BaseGames.Enemies;
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namespace BaseGames.Tests.EditMode.AI
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{
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@@ -44,7 +45,7 @@ namespace BaseGames.Tests.EditMode.AI
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public bool HpBelow(float ratio) => Hp < ratio;
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}
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public sealed class FakeAiContext : IAiContext
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public sealed class FakeAiContext : IAiContext, IEnemyActor
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{
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public FakeSensor S = new FakeSensor();
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public FakeLocomotion L = new FakeLocomotion();
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@@ -52,11 +53,13 @@ namespace BaseGames.Tests.EditMode.AI
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public FakeVitals V = new FakeVitals();
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public Blackboard BB = new Blackboard();
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public FakeBossControl B = new FakeBossControl();
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public bool HasAlert = true;
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public ISensor Sensor => S;
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public IEnemyLocomotion Locomotion => L;
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public ICombatant Combat => C;
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public IActorVitals Vitals => V;
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public Blackboard Blackboard => BB;
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public IBossControl Boss => B;
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public bool HasAlertState => HasAlert;
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}
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}
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