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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@@ -13,9 +13,9 @@ namespace BaseGames.Tests.EditMode.AI
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public float LastDuration = -1f;
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public int BeginCallCount;
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// 锚点:测试按下标直给坐标;距离由测试直接设定
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// 锚点:测试按下标直给坐标;距离由 SelfPosition 与该下标锚点算出(不忽略 index)
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public UnityEngine.Vector2[] Anchors = new UnityEngine.Vector2[0];
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public float DistanceToAnchorValue;
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public UnityEngine.Vector2 SelfPosition;
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public int CurrentPhase => Phase;
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public bool IsPhaseTransitioning => Transitioning;
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@@ -30,6 +30,7 @@ namespace BaseGames.Tests.EditMode.AI
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}
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public UnityEngine.Vector2 AnchorAt(int index) => Anchors[index];
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public float DistanceToAnchor(int index) => DistanceToAnchorValue;
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public float DistanceToAnchor(int index)
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=> UnityEngine.Vector2.Distance(SelfPosition, Anchors[index]);
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}
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}
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