diff --git a/Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs b/Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs new file mode 100644 index 00000000..c8363595 --- /dev/null +++ b/Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs @@ -0,0 +1,73 @@ +using NUnit.Framework; +using BaseGames.Enemies; + +namespace BaseGames.Tests.EditMode.Enemies +{ + /// + /// EnemyBody 方向相关纯函数测试(无场景依赖)。 + /// 这三个函数的左右符号最易写反,故对两个方向与边界相等情形都做断言。 + /// + public class EnemyBodyTests + { + // 身体占据 [2, 4],中心 3,半宽 1 + const float MinX = 2f, MaxX = 4f; + + [Test] + public void FrontEdge_Right_IsMaxX() + => Assert.AreEqual(MaxX, EnemyBody.FrontEdge(MinX, MaxX, 1f)); + + [Test] + public void FrontEdge_Left_IsMinX() + => Assert.AreEqual(MinX, EnemyBody.FrontEdge(MinX, MaxX, -1f)); + + [Test] + public void FrontEdge_ZeroDir_TreatedAsRight() + => Assert.AreEqual(MaxX, EnemyBody.FrontEdge(MinX, MaxX, 0f)); + + [Test] + public void RearEdge_Right_IsMinX() + => Assert.AreEqual(MinX, EnemyBody.RearEdge(MinX, MaxX, 1f)); + + [Test] + public void RearEdge_Left_IsMaxX() + => Assert.AreEqual(MaxX, EnemyBody.RearEdge(MinX, MaxX, -1f)); + + [Test] + public void RearEdge_ZeroDir_TreatedAsRight() + => Assert.AreEqual(MinX, EnemyBody.RearEdge(MinX, MaxX, 0f)); + + // ── BodyPassed:向右 ───────────────────────────────────────────── + [Test] + public void BodyPassed_Right_NotReached_False() + => Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 5f, 1f)); // 目标在身体右侧外 + + [Test] + public void BodyPassed_Right_OverlappingTarget_False() + => Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 3f, 1f)); // 目标仍在身体内,未整体越过 + + [Test] + public void BodyPassed_Right_ExactlyAtRearEdge_True() + => Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 2f, 1f)); // 后缘恰好等于目标 = 已越过 + + [Test] + public void BodyPassed_Right_FullyPassed_True() + => Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 1f, 1f)); + + // ── BodyPassed:向左 ───────────────────────────────────────────── + [Test] + public void BodyPassed_Left_NotReached_False() + => Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 1f, -1f)); // 目标在身体左侧外 + + [Test] + public void BodyPassed_Left_OverlappingTarget_False() + => Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 3f, -1f)); + + [Test] + public void BodyPassed_Left_ExactlyAtRearEdge_True() + => Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 4f, -1f)); // 后缘(max)恰好等于目标 + + [Test] + public void BodyPassed_Left_FullyPassed_True() + => Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 5f, -1f)); + } +} diff --git a/Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs.meta b/Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs.meta new file mode 100644 index 00000000..6e06faf6 --- /dev/null +++ b/Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 14c6fa0cbd7b47a4289998755807c3ee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Enemies/EnemyBase.cs b/Assets/_Game/Scripts/Enemies/EnemyBase.cs index 19c14e93..e0470ed8 100644 --- a/Assets/_Game/Scripts/Enemies/EnemyBase.cs +++ b/Assets/_Game/Scripts/Enemies/EnemyBase.cs @@ -43,6 +43,11 @@ namespace BaseGames.Enemies [SerializeField] protected EnemyFeedback _feedback; [SerializeField] protected HurtBox _hurtBox; + [Header("身体碰撞体(唯一权威源)")] + [Tooltip("用于身体几何(宽高/边缘/探测起点)的碰撞体。留空 = 使用本物体上的 Collider2D。" + + "移动探测、导航内缩、冲刺终点等全部以此为准,不要在各处自行取碰撞体。")] + [SerializeField] private Collider2D _bodyCollider; + [Header("区域(可选)")] [Tooltip("地图固定巡逻/追击区域;配置后 BD_ChasePlayer 以区域边界替代 MaxChaseDistance,BD_ReturnToHome 归位至区域中心。留空则沿用出生点 + MaxChaseDistance 旧逻辑。")] [SerializeField] private EnemyPatrolZone _patrolZone; @@ -69,6 +74,9 @@ namespace BaseGames.Enemies // 碰撞体缓存:Awake 时收集一次,避免 Die()/OnSpawn() 中频繁 GetComponentsInChildren 分配 private Collider2D[] _colliders; + // 身体几何权威(懒创建;OnValidate 改引用后置空重建) + private EnemyBody _body; + // ── 对象池支持 ───────────────────────────────────────────────────── /// /// 本 GameObject 上的 PooledObject 组件(可选)。 @@ -224,6 +232,8 @@ namespace BaseGames.Enemies /// 攻击选择器(从已注册能力里筛出 category==Attack 的候选,Awake 时构建)。 public Abilities.EnemyAttackSelector AttackSelector => _attackSelector; private Abilities.EnemyAttackSelector _attackSelector; + /// 身体碰撞体几何的唯一权威查询口。移动/导航/能力一律经此获取身体尺寸。 + public IEnemyBody Body => _body ??= new EnemyBody(gameObject, _bodyCollider); /// 由 _onPlayerSpawned 事件缓存的玩家 Transform,供 BD 任务读取。 public Transform PlayerTransform => _playerTransform; /// 感知 Hub;供 BD 任务及 QuotaManager 暂停/恢复感知使用。 @@ -543,6 +553,11 @@ namespace BaseGames.Enemies BuildAttackSelector(); _colliders = GetComponentsInChildren(true); + // 身体几何权威校验:解析不到碰撞体 → 显式报错(根因暴露,不静默兜底) + if (Body.Collider == null) + Debug.LogError($"[EnemyBase] {name} 找不到身体碰撞体:请在 Inspector 指定 _bodyCollider," + + "或确保本物体上挂有 Collider2D。移动探测/导航内缩将不可用。", this); + // 收集配置型行为模块(零代码扩展点) _deathSequence = GetComponentInChildren(true); GetComponentsInChildren(true, _spawnHandlers); @@ -757,6 +772,7 @@ namespace BaseGames.Enemies protected virtual void OnValidate() { + _body = null; // 身体碰撞体引用可能在 Inspector 被改,缓存无条件失效(与警告抑制无关) if (SuppressValidationWarnings) return; if (_statsSO == null) Debug.LogWarning($"[EnemyBase] {gameObject.name} 缺少 EnemyStatsSO 配置(运行时会 NullRef)。", this); @@ -764,6 +780,8 @@ namespace BaseGames.Enemies Debug.LogWarning($"[EnemyBase] {gameObject.name} 未绑定 EnemyStats 组件引用。", this); if (_animancer == null) Debug.LogWarning($"[EnemyBase] {gameObject.name} 未绑定 AnimancerComponent 引用。", this); + if (_bodyCollider == null && GetComponent() == null) + Debug.LogWarning($"[EnemyBase] {gameObject.name} 找不到身体碰撞体(未指定 _bodyCollider 且本物体无 Collider2D)。", this); } #endif diff --git a/Assets/_Game/Scripts/Enemies/EnemyBody.cs b/Assets/_Game/Scripts/Enemies/EnemyBody.cs new file mode 100644 index 00000000..d6dc1e07 --- /dev/null +++ b/Assets/_Game/Scripts/Enemies/EnemyBody.cs @@ -0,0 +1,97 @@ +using UnityEngine; + +namespace BaseGames.Enemies +{ + /// + /// 角色身体碰撞体的唯一权威查询口。 + /// 几何实时取自碰撞体 bounds(随位置/动画变化,不缓存数值),仅缓存碰撞体引用。 + /// 唯一数据源见 ——其它组件不得自行解析身体碰撞体。 + /// + public interface IEnemyBody + { + Collider2D Collider { get; } + /// 世界空间包围盒;实时查询。 + Bounds Bounds { get; } + float Width { get; } + float Height { get; } + float HalfWidth { get; } + float HalfHeight { get; } + Vector2 Center { get; } + /// 脚底中点 (center.x, min.y)。 + Vector2 FootPoint { get; } + + /// 的前缘 X(dir≥0 取 max.x,否则 min.x)。 + float FrontEdgeX(float dir); + /// 的后缘 X(前缘的相反侧)。 + float RearEdgeX(float dir); + /// + /// 身体是否已**整体**越过世界 X 坐标: + /// dir≥0 时后缘(min.x) ≥ worldX;dir<0 时后缘(max.x) ≤ worldX。 + /// + bool HasPassed(float worldX, float dir); + } + + /// + /// 的实现(纯 C# 类,非 MonoBehaviour)。 + /// 懒解析碰撞体 → 编辑器模式(Gizmo / OnValidate,Awake 未执行)同样可用。 + /// + public sealed class EnemyBody : IEnemyBody + { + private readonly GameObject _owner; + private readonly Collider2D _explicitCollider; + private Collider2D _resolved; + + /// 宿主 GameObject(未显式指定碰撞体时从其上取 Collider2D)。 + /// 显式指定的身体碰撞体;可为 null。 + public EnemyBody(GameObject owner, Collider2D explicitCollider) + { + _owner = owner; + _explicitCollider = explicitCollider; + } + + public Collider2D Collider + { + get + { + if (_explicitCollider != null) return _explicitCollider; + if (_resolved == null && _owner != null) _resolved = _owner.GetComponent(); + return _resolved; + } + } + + /// + /// 碰撞体缺失时返回以宿主位置为中心的零尺寸包围盒。 + /// 该错误已由 在 Awake/OnValidate 显式报出,此处不重复每帧刷屏。 + /// + public Bounds Bounds + { + get + { + var col = Collider; + if (col != null) return col.bounds; + return new Bounds(_owner != null ? _owner.transform.position : Vector3.zero, Vector3.zero); + } + } + + public float Width => Bounds.size.x; + public float Height => Bounds.size.y; + public float HalfWidth => Bounds.extents.x; + public float HalfHeight => Bounds.extents.y; + public Vector2 Center => Bounds.center; + public Vector2 FootPoint { get { var b = Bounds; return new Vector2(b.center.x, b.min.y); } } + + public float FrontEdgeX(float dir) { var b = Bounds; return FrontEdge(b.min.x, b.max.x, dir); } + public float RearEdgeX (float dir) { var b = Bounds; return RearEdge (b.min.x, b.max.x, dir); } + public bool HasPassed(float worldX, float dir) + { + var b = Bounds; + return BodyPassed(b.min.x, b.max.x, worldX, dir); + } + + // ── 方向纯函数(static,便于无场景依赖单测;符号最易写反,集中于此)────── + public static float FrontEdge(float minX, float maxX, float dir) => dir >= 0f ? maxX : minX; + public static float RearEdge (float minX, float maxX, float dir) => dir >= 0f ? minX : maxX; + public static bool BodyPassed(float minX, float maxX, float worldX, float dir) + => dir >= 0f ? minX >= worldX : maxX <= worldX; + } +} diff --git a/Assets/_Game/Scripts/Enemies/EnemyBody.cs.meta b/Assets/_Game/Scripts/Enemies/EnemyBody.cs.meta new file mode 100644 index 00000000..8e371872 --- /dev/null +++ b/Assets/_Game/Scripts/Enemies/EnemyBody.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 472dc3c92b5d4b244ab6e2e80adde30a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs index 700cabe7..87a9ad47 100644 --- a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs +++ b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs @@ -18,6 +18,9 @@ namespace BaseGames.Enemies /// ⚠️ 使用 Rigidbody2D.velocity(Unity 2022 LTS)。 /// [RequireComponent(typeof(Rigidbody2D))] + // 身体几何权威在 EnemyBase.Body 上,本组件的所有探测都依赖它; + // 固化"必须与 EnemyBase 同物体"这一不变量,避免缺失时探测静默失效。 + [RequireComponent(typeof(EnemyBase))] public class EnemyMovement : MonoBehaviour, INavLinkHandler { [SerializeField] private EnemyStatsSO _config; @@ -42,8 +45,6 @@ namespace BaseGames.Enemies [SerializeField] private float _navJumpMaxHeight = 6f; [Tooltip("可处理的最大跳跃水平距离")] [SerializeField] private float _navJumpMaxDist = 10f; - [Tooltip("用于确定射线起点宽度和底边的 Collider2D;留空则 Awake 时自动查找")] - [SerializeField] private Collider2D _groundCheckCollider; [Tooltip("从碰撞体底边向下的射线检测距离")] [SerializeField] private float _groundCheckDist = 0.15f; [Tooltip("射线数量(1 = 仅中心,>1 时沿碰撞体底边均匀分布)")] @@ -67,6 +68,17 @@ namespace BaseGames.Enemies private int _facingDir = 1; private Coroutine _linkCoroutine; + // 身体几何权威(EnemyBase.Body)。懒获取以支持编辑器模式(Awake 未执行)下的 Gizmo/探测预览。 + private EnemyBase _enemy; + private IEnemyBody Body + { + get + { + if (_enemy == null) _enemy = GetComponent(); + return _enemy != null ? _enemy.Body : null; + } + } + // ── 转身状态 ──────────────────────────────────────────────────────── private bool _isTurning; private int _pendingFacingDir; // 转身目标方向,转身完成后 ApplyFacingFlip 使用 @@ -184,12 +196,10 @@ namespace BaseGames.Enemies private Vector2 GetGroundRayOrigin(int index) { - // 优先用序列化字段,编辑器模式下 Awake 未执行时也能直接 GetComponent - var col = _groundCheckCollider != null ? _groundCheckCollider : GetComponent(); - if (col == null) - return (Vector2)transform.position; + var body = Body; + if (body == null || body.Collider == null) return (Vector2)transform.position; - Bounds b = col.bounds; + Bounds b = body.Bounds; float x = _groundCheckCount <= 1 ? b.center.x : Mathf.Lerp(b.min.x, b.max.x, (float)index / (_groundCheckCount - 1)); @@ -206,31 +216,23 @@ namespace BaseGames.Enemies return false; } - // 墙体射线起点:碰撞体朝向侧边缘中心高度 + // 墙体射线起点:身体朝向侧边缘、中心高度 private Vector2 GetWallRayOrigin() { - var col = _groundCheckCollider != null ? _groundCheckCollider : GetComponent(); - if (col == null) return (Vector2)transform.position; - Bounds b = col.bounds; - float x = _facingDir >= 0 ? b.max.x : b.min.x; - return new Vector2(x, b.center.y); + var body = Body; + if (body == null || body.Collider == null) return (Vector2)transform.position; + return new Vector2(body.FrontEdgeX(_facingDir), body.Bounds.center.y); } - // 悬崖射线起点:碰撞体前下角再向前偏移 _ledgeCheckFwdOffset + // 悬崖射线起点:身体前下角再向前偏移 _ledgeCheckFwdOffset private Vector2 GetLedgeRayOrigin() { - var col = _groundCheckCollider != null ? _groundCheckCollider : GetComponent(); - if (col == null) return (Vector2)transform.position; - Bounds b = col.bounds; - float x = _facingDir >= 0 - ? b.max.x + _ledgeCheckFwdOffset - : b.min.x - _ledgeCheckFwdOffset; - return new Vector2(x, b.min.y); + var body = Body; + if (body == null || body.Collider == null) return (Vector2)transform.position; + float sign = _facingDir >= 0 ? 1f : -1f; + return new Vector2(body.FrontEdgeX(_facingDir) + sign * _ledgeCheckFwdOffset, body.Bounds.min.y); } - private Collider2D GroundColliderOrSelf() - => _groundCheckCollider != null ? _groundCheckCollider : GetComponent(); - /// /// 朝 前进是否会撞墙或让碰撞体前缘越过地形边缘(墙 或 悬崖)。 /// 用碰撞体前缘(bounds.max.x / min.x)判定,天然考虑碰撞体宽度—— @@ -242,37 +244,36 @@ namespace BaseGames.Enemies /// 前缘水平方向是否有墙。 public bool WouldHitWallAhead(float dir) { - var col = GroundColliderOrSelf(); - if (col == null || _wallCheckDist <= 0f) return false; - Bounds b = col.bounds; - float sign = Mathf.Sign(dir); - float edgeX = sign >= 0f ? b.max.x : b.min.x; - return Physics2D.Raycast(new Vector2(edgeX, b.center.y), new Vector2(sign, 0f), _wallCheckDist, _wallMask); + var body = Body; + if (body == null || body.Collider == null || _wallCheckDist <= 0f) return false; + float sign = Mathf.Sign(dir); + return Physics2D.Raycast(new Vector2(body.FrontEdgeX(dir), body.Bounds.center.y), + new Vector2(sign, 0f), _wallCheckDist, _wallMask); } /// 前缘外是否为悬崖(脚边地面缺失,会让碰撞体越出地形边缘)。 public bool WouldFallAhead(float dir) { - var col = GroundColliderOrSelf(); - if (col == null || _ledgeCheckDownDist <= 0f) return false; - Bounds b = col.bounds; - float sign = Mathf.Sign(dir); - float edgeX = sign >= 0f ? b.max.x : b.min.x; - return !Physics2D.Raycast(new Vector2(edgeX + sign * _ledgeCheckFwdOffset, b.min.y), - Vector2.down, _ledgeCheckDownDist, _groundMask); + var body = Body; + if (body == null || body.Collider == null || _ledgeCheckDownDist <= 0f) return false; + float sign = Mathf.Sign(dir); + return !Physics2D.Raycast( + new Vector2(body.FrontEdgeX(dir) + sign * _ledgeCheckFwdOffset, body.Bounds.min.y), + Vector2.down, _ledgeCheckDownDist, _groundMask); } /// - /// 身体中心到"能站住的平台边缘最近点"的水平安全余量 = 碰撞体水平半宽 + 悬崖检测前向偏移。 - /// WouldFallAhead 在"碰撞体前缘 + _ledgeCheckFwdOffset"处探地,故身体中心必须离平台边缘至少此距离, - /// 否则前缘探出崖沿被夹停。供 nav 段内随机游走把随机点从段两端各内缩此值,避免随机到身体站不住的崖沿点。 + /// 身体中心到"能站住的平台边缘最近点"的水平安全余量 = 身体半宽 + 悬崖探测前向偏移。 + /// 半宽取自唯一权威 ;探测偏移是本移动层自己的射线调参。 + /// WouldFallAhead 在"身体前缘 + _ledgeCheckFwdOffset"处探地,故身体中心必须离平台边缘至少此距离, + /// 否则前缘探出崖沿被夹停。供 nav 段内随机游走/目标点吸附把点从段两端内缩此值。 /// public float EdgeSafeMargin { get { - var col = GroundColliderOrSelf(); - float halfWidth = col != null ? col.bounds.extents.x : 0f; + var body = Body; + float halfWidth = body != null ? body.HalfWidth : 0f; return halfWidth + Mathf.Max(0f, _ledgeCheckFwdOffset); } } @@ -302,8 +303,6 @@ namespace BaseGames.Enemies Debug.LogError($"[EnemyMovement] '{name}' 启用了墙检测(_wallCheckDist>0)但 _wallMask 为 Nothing," + "撞墙判定将失效(会穿墙)。请在 Inspector 配置墙体层(推荐 Platform + Wall)。", this); _rb = GetComponent(); - if (_groundCheckCollider == null) - _groundCheckCollider = GetComponent(); // 从 Sprite 或 localScale 的初始状态推断朝向,并统一切换为 localScale 翻转。 // 这样子对象(含 RaySensor2D)会随 localScale 正确翻转,不再依赖 flipX。 @@ -331,8 +330,8 @@ namespace BaseGames.Enemies transform.localScale = new Vector3(signX, s.y, s.z); // 将 Visual 子节点的 localPosition 对齐到 Collider2D offset,使视觉中心与碰撞体中心重合 - if (_visualRoot != null && _groundCheckCollider != null) - _visualRoot.localPosition = _groundCheckCollider.offset; + if (_visualRoot != null && Body != null && Body.Collider != null) + _visualRoot.localPosition = Body.Collider.offset; if (_enableTurnAnimation) { @@ -722,7 +721,7 @@ namespace BaseGames.Enemies } // 2. 对齐 localPosition 到 Collider2D offset - var col = _groundCheckCollider != null ? _groundCheckCollider : GetComponent(); + var col = Body != null ? Body.Collider : GetComponent(); if (col != null) { UnityEditor.Undo.RecordObject(visual, "Set Visual LocalPosition");