feat(combat): HurtBox 自带受击伤害倍率

倍率归 HurtBox 自己(弱点部位就是一个倍率 > 1 的 HurtBox),
取代 WeakPointSystem 那份写进私有字段却零调用者的倍率——
其注释称由 BossStats 调用,而项目里根本没有 BossStats 类型。

倍率 1 时数值原样返回而非"乘完再钳最低 1":本改动先于任何消费者落地,
若默认路径引入钳制会静默改变游戏里每一次伤害计算。
测试用 ApplyDamageMultiplier(0)==0 守住这条——10 在两种实现下都得 10,
只有 0 能把二者区分开。变异验证:去掉该捷径后恰好该断言变红。
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using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using BaseGames.Combat;
namespace BaseGames.Tests.EditMode.Combat
{
public class HurtBoxMultiplierTests
{
/// <summary>测试期建出的宿主对象;在 TearDown 统一销毁,断言失败也不会残留到编辑器场景。</summary>
private GameObject _host;
[SetUp]
public void SetUp() => LogAssert.ignoreFailingMessages = true;
[TearDown]
public void TearDown()
{
// 项目关闭了 Domain/Scene Reload:断言失败会跳过用例后续语句,
// 清理必须放在 TearDown,否则失败一次就往编辑器场景里漏一个对象。
if (_host != null) Object.DestroyImmediate(_host);
_host = null;
LogAssert.ignoreFailingMessages = false;
}
/// <summary>
/// HurtBox 标了 [RequireComponent(typeof(Collider2D))],而 Collider2D 是抽象类,
/// Unity 无法自动补齐——裸 AddComponent&lt;HurtBox&gt;() 会返回真 null。
/// 必须先挂一个具体碰撞体。
/// </summary>
private HurtBox CreateHurtBox()
{
_host = new GameObject("hurtbox");
_host.AddComponent<BoxCollider2D>();
var hb = _host.AddComponent<HurtBox>();
Assert.IsNotNull(hb, "HurtBox 需要先有具体 Collider2D 才能挂载");
return hb;
}
[Test]
public void DefaultMultiplier_IsOne()
{
var hb = CreateHurtBox();
Assert.AreEqual(1f, hb.DamageMultiplier);
}
[Test]
public void SetDamageMultiplier_ClampsToNonNegative()
{
var hb = CreateHurtBox();
hb.SetDamageMultiplier(2.5f);
Assert.AreEqual(2.5f, hb.DamageMultiplier);
hb.SetDamageMultiplier(-3f);
Assert.AreEqual(0f, hb.DamageMultiplier, "负倍率无意义,钳到 0");
}
[Test]
public void ApplyMultiplier_ScalesRawAmount_AndFloorsAtOne()
{
var hb = CreateHurtBox();
hb.SetDamageMultiplier(2f);
Assert.AreEqual(20, hb.ApplyDamageMultiplier(10));
hb.SetDamageMultiplier(0f);
Assert.AreEqual(1, hb.ApplyDamageMultiplier(10), "倍率 0 也至少造成 1 点,与防御减免同规则");
hb.SetDamageMultiplier(1f);
Assert.AreEqual(10, hb.ApplyDamageMultiplier(10), "倍率 1 时数值原样通过");
// 倍率 1 必须是"原样通过",而不是"乘完再钳最低 1":10 在两种实现下都得 10,
// 只有 0 能把二者区分开。这条断言守住"默认倍率不改变任何既有伤害数值"。
Assert.AreEqual(0, hb.ApplyDamageMultiplier(0), "倍率 1 时原样通过,不引入最低 1 的钳制");
}
}
}
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