diff --git a/Assets/Tests/EditMode/AI/AiStateFragmentsTests.cs b/Assets/Tests/EditMode/AI/AiStateFragmentsTests.cs index 65a5b6b9..2dcef846 100644 --- a/Assets/Tests/EditMode/AI/AiStateFragmentsTests.cs +++ b/Assets/Tests/EditMode/AI/AiStateFragmentsTests.cs @@ -64,5 +64,55 @@ namespace BaseGames.Tests.EditMode.AI ctx.S.Chase = false; ctx.S.Vision = true; Assert.IsFalse(AiStateFragments.LostAllZones(ctx)); } + + [Test] + public void Locomotion_StopsOnExit() + { + var ctx = new FakeAiContext(); + var b = new BrainBuilder(); + b.Entry("S"); + AiStateFragments.Locomotion(b, "S", LocomotionMode.Patrol) + .To("Out").When(x => x.Sensor.InChaseZone(), "leave"); + AiStateFragments.Terminal(b, "Out"); + var rt = new AiRuntime(b.Build(), ctx); + Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode); + + ctx.S.Chase = true; + rt.Tick(0.1f); + Assert.AreEqual("Out", rt.CurrentStateName); + CollectionAssert.Contains(ctx.L.Calls, "Stop"); // 离开时收尾 + } + + [Test] + public void Ability_InterruptsOnExit() + { + var ctx = new FakeAiContext(); + var b = new BrainBuilder(); + b.Entry("S"); + AiStateFragments.Ability(b, "S", "atk") + .To("Out").When(x => x.Sensor.InChaseZone(), "leave"); + AiStateFragments.Terminal(b, "Out"); + var rt = new AiRuntime(b.Build(), ctx); + Assert.AreEqual("atk", ctx.C.Running); + + ctx.S.Chase = true; + rt.Tick(0.1f); + Assert.AreEqual("Out", rt.CurrentStateName); + Assert.IsNull(ctx.C.Running); // InterruptAbilities() 已清空 + } + + [Test] + public void Ability_Throws_WhenAbilityIdEmpty() + { + var b = new BrainBuilder(); + Assert.Throws(() => AiStateFragments.Ability(b, "S", "")); + } + + [Test] + public void AbilityOnce_Throws_WhenAbilityIdNull() + { + var b = new BrainBuilder(); + Assert.Throws(() => AiStateFragments.AbilityOnce(b, "S", null)); + } } } diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Modules/AiStateFragments.cs b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/AiStateFragments.cs index ce83ef01..92c33f94 100644 --- a/Assets/_Game/Scripts/Enemies/AIBrain/Modules/AiStateFragments.cs +++ b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/AiStateFragments.cs @@ -25,17 +25,23 @@ namespace BaseGames.Enemies /// 用于追击、冲锋这类"只要还在这个状态就该一直在做"的能力。 /// public static BrainBuilder.StateBuilder Ability(BrainBuilder b, string state, string abilityId) - => b.State(state) + { + RequireAbilityId(state, abilityId); + return b.State(state) .OnEnter(x => EnsureAbility(x, abilityId)) .Tick (x => EnsureAbility(x, abilityId)) .OnExit(x => x.Combat.InterruptAbilities()); + } /// /// 由能力驱动的一次性态:只在进入时触发,不每帧重触发。 /// 用于死亡等一次性演出——若用 Ability(),演出播完会被 Tick 无限重播。 /// public static BrainBuilder.StateBuilder AbilityOnce(BrainBuilder b, string state, string abilityId) - => b.State(state).OnEnter(x => EnsureAbility(x, abilityId)); + { + RequireAbilityId(state, abilityId); + return b.State(state).OnEnter(x => EnsureAbility(x, abilityId)); + } /// /// 无行为的终态。不需要在这里停移动——转入本态时,上一个态的 OnExit 已经收尾。 @@ -50,10 +56,20 @@ namespace BaseGames.Enemies else x.Locomotion.SetMode(mode); } + // 建图期校验:空 id 会让状态存在却什么都不做——敌人杵着不动、无任何报错, + // 正是 BrainBuilder.RequireState 要防的同一类静默失败。放建图期而非运行时回调里, + // 既能快速失败,也省掉热路径上每帧一次的判空。 + static void RequireAbilityId(string state, string abilityId) + { + if (string.IsNullOrEmpty(abilityId)) + throw new ArgumentException( + $"AiStateFragments: 状态 '{state}' 未配置能力 id。若该状态本就不需要能力" + + "(如死亡演出交给物理状态机),请改用 Terminal()。", nameof(abilityId)); + } + static void EnsureAbility(IAiContext x, string abilityId) { - if (!string.IsNullOrEmpty(abilityId) && !x.Combat.IsAbilityRunning(abilityId)) - x.Combat.UseAbility(abilityId); + if (!x.Combat.IsAbilityRunning(abilityId)) x.Combat.UseAbility(abilityId); } } }