diff --git a/Assets/Tests/EditMode/AI/AiStateFragmentsTests.cs b/Assets/Tests/EditMode/AI/AiStateFragmentsTests.cs index 2dcef846..a5c02489 100644 --- a/Assets/Tests/EditMode/AI/AiStateFragmentsTests.cs +++ b/Assets/Tests/EditMode/AI/AiStateFragmentsTests.cs @@ -114,5 +114,27 @@ namespace BaseGames.Tests.EditMode.AI var b = new BrainBuilder(); Assert.Throws(() => AiStateFragments.AbilityOnce(b, "S", null)); } + + [Test] + public void Fragments_Throw_WhenTwoModulesDeclareSameState() + { + // 守卫存在的真正理由:两个独立模块取了同名状态时, + // 后者的回调会静默覆盖前者。经原语声明必须直接报错。 + var b = new BrainBuilder(); + AiStateFragments.Locomotion(b, "Idle", LocomotionMode.Idle); + var ex = Assert.Throws( + () => AiStateFragments.Locomotion(b, "Idle", LocomotionMode.Patrol)); + StringAssert.Contains("Idle", ex.Message); + } + + [Test] + public void Fragments_Throw_WhenDifferentFragmentKindsCollide() + { + // 跨层撞名同样要挡:未发现层的 Locomotion 态与死亡层的 Ability 态重名。 + var b = new BrainBuilder(); + AiStateFragments.Locomotion(b, "Shared", LocomotionMode.Patrol); + Assert.Throws( + () => AiStateFragments.Ability(b, "Shared", "atk")); + } } } diff --git a/Assets/_Game/Scripts/AI/BrainBuilder.cs b/Assets/_Game/Scripts/AI/BrainBuilder.cs index 860d6e21..948c5e3b 100644 --- a/Assets/_Game/Scripts/AI/BrainBuilder.cs +++ b/Assets/_Game/Scripts/AI/BrainBuilder.cs @@ -16,6 +16,10 @@ namespace BaseGames.AI return this; } + /// + /// 取一个状态,不存在则新建(宽松)。**只用于给别人已声明的态挂转换**。 + /// 要声明一个态的行为(OnEnter/Tick/OnExit)请用 DeclareState()——它会挡住重名覆盖。 + /// public StateBuilder State(string name) { if (!_states.TryGetValue(name, out var s))