docs(enemy): 身体几何权威源实现计划(4任务,TDD+编译门+191测试门+PlayMode等价性验证)
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# 角色身体碰撞体唯一权威源(IEnemyBody)实现计划
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** 把散落在 `EnemyMovement` 里 4 处重复的"身体碰撞体解析"与各处身体尺寸取用,收敛为 `EnemyBase` 持有、经 `IEnemyBody` 接口暴露的唯一权威源。
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**Architecture:** 新增纯 C# 类 `EnemyBody`(实现 `IEnemyBody`,懒解析碰撞体、实时读 bounds、方向判定抽为 static 纯函数便于单测);`EnemyBase` 持有它并按 `_bodyCollider → 根 Collider2D` 顺序解析,缺失时显式报错;`EnemyMovement` 的 5 处探测与 `EdgeSafeMargin` 全部改走该接口,删除自己的 `_groundCheckCollider` 字段与 `GroundColliderOrSelf()`。
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**Tech Stack:** Unity 2022.3、C#、NUnit EditMode 测试(Unity Test Runner,经 MCP `unity_testing_run_tests` 运行)。
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**设计文档:** `Docs_Dev/superpowers/specs/2026-07-27-enemy-body-authority-design.md`
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**通用验证方式(每个 Task 都要做):**
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- **编译门**:改 C# 后先 MCP `unity_execute_menu_item("Assets/Refresh")`,等约 8 秒,再 `unity_get_compilation_errors`,预期 0 错误。
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- **测试门**:MCP `unity_testing_run_tests({mode:"EditMode"})` → `unity_testing_get_job(jobId)`,**基线 177 条全绿**(本计划新增测试后基线上升,见各 Task)。
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- **提交**:中文 + 类型前缀(`feat(enemy):` / `refactor(enemy):` / `test(enemy):`)。
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- **重要**:本计划触及所有敌人共用的移动探测路径,**每个 Task 结束都必须跑全量 EditMode**,不能只跑新增测试。
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**关键既有事实(已核实,实现时可直接依赖):**
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- `EnemyBase` 已有 `protected virtual void OnValidate()`(`EnemyBase.cs:758`,`#if UNITY_EDITOR` 内),
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开头是 `if (SuppressValidationWarnings) return;` —— **不要新增第二个 `OnValidate`**。
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- `EnemyBase.Awake` 在 `EnemyBase.cs:531-552` 一带做组件收集与 `Debug.Assert` 校验。
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- `EnemyMovement._groundCheckCollider`(`EnemyMovement.cs:46`)在 `ENM_CaoZhi`(场景)与
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`ENM_ChaoFeng`(预制体)上**实测均为 null** → 删除它不改变现有行为。
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- `EnemyMovement` 目前**不持有** `EnemyBase` 引用,需要新增懒获取。
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---
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## 文件结构
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**新建:**
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- `Assets/_Game/Scripts/Enemies/EnemyBody.cs` — `IEnemyBody` 接口 + `EnemyBody` 实现(唯一职责:身体几何查询)。
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- `Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs` — 方向纯函数单测。
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**修改:**
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- `Assets/_Game/Scripts/Enemies/EnemyBase.cs` — `_bodyCollider` 字段、`Body` 属性、`Awake` 校验、扩展既有 `OnValidate`。
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- `Assets/_Game/Scripts/Enemies/EnemyMovement.cs` — 5 处探测改走 `Body`、`EdgeSafeMargin` 改组合、删字段与私有方法。
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---
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## Task 1: `IEnemyBody` 接口与 `EnemyBody` 实现(含纯函数单测,TDD)
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**Files:**
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- Test: `Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs`
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- Create: `Assets/_Game/Scripts/Enemies/EnemyBody.cs`
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- [ ] **Step 1: 先写失败测试**
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创建 `Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs`:
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```csharp
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using NUnit.Framework;
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using BaseGames.Enemies;
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namespace BaseGames.Tests.EditMode.Enemies
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{
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/// <summary>
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/// EnemyBody 方向相关纯函数测试(无场景依赖)。
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/// 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。
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/// </summary>
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public class EnemyBodyTests
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{
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// 身体占据 [2, 4],中心 3,半宽 1
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const float MinX = 2f, MaxX = 4f;
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[Test]
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public void FrontEdge_Right_IsMaxX()
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=> Assert.AreEqual(MaxX, EnemyBody.FrontEdge(MinX, MaxX, 1f));
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[Test]
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public void FrontEdge_Left_IsMinX()
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=> Assert.AreEqual(MinX, EnemyBody.FrontEdge(MinX, MaxX, -1f));
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[Test]
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public void FrontEdge_ZeroDir_TreatedAsRight()
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=> Assert.AreEqual(MaxX, EnemyBody.FrontEdge(MinX, MaxX, 0f));
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[Test]
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public void RearEdge_Right_IsMinX()
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=> Assert.AreEqual(MinX, EnemyBody.RearEdge(MinX, MaxX, 1f));
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[Test]
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public void RearEdge_Left_IsMaxX()
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=> Assert.AreEqual(MaxX, EnemyBody.RearEdge(MinX, MaxX, -1f));
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[Test]
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public void RearEdge_ZeroDir_TreatedAsRight()
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=> Assert.AreEqual(MinX, EnemyBody.RearEdge(MinX, MaxX, 0f));
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// ── BodyPassed:向右 ─────────────────────────────────────────────
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[Test]
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public void BodyPassed_Right_NotReached_False()
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=> Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 5f, 1f)); // 目标在身体右侧外
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[Test]
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public void BodyPassed_Right_OverlappingTarget_False()
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=> Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 3f, 1f)); // 目标仍在身体内,未整体越过
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[Test]
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public void BodyPassed_Right_ExactlyAtRearEdge_True()
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=> Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 2f, 1f)); // 后缘恰好等于目标 = 已越过
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[Test]
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public void BodyPassed_Right_FullyPassed_True()
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=> Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 1f, 1f));
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// ── BodyPassed:向左 ─────────────────────────────────────────────
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[Test]
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public void BodyPassed_Left_NotReached_False()
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=> Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 1f, -1f)); // 目标在身体左侧外
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[Test]
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public void BodyPassed_Left_OverlappingTarget_False()
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=> Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 3f, -1f));
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[Test]
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public void BodyPassed_Left_ExactlyAtRearEdge_True()
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=> Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 4f, -1f)); // 后缘(max)恰好等于目标
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[Test]
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public void BodyPassed_Left_FullyPassed_True()
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=> Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 5f, -1f));
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}
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}
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```
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- [ ] **Step 2: 运行确认失败**
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MCP:`unity_execute_menu_item("Assets/Refresh")` → 等 8 秒 → `unity_get_compilation_errors`。
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预期:**编译失败**,报 `EnemyBody` 不存在(`CS0103`/`CS0246`)。
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- [ ] **Step 3: 实现 `EnemyBody.cs`**
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创建 `Assets/_Game/Scripts/Enemies/EnemyBody.cs`:
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```csharp
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using UnityEngine;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// 角色身体碰撞体的唯一权威查询口。
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/// 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。
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/// 唯一数据源见 <see cref="EnemyBase.Body"/>——其它组件不得自行解析身体碰撞体。
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/// </summary>
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public interface IEnemyBody
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{
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Collider2D Collider { get; }
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/// <summary>世界空间包围盒;实时查询。</summary>
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Bounds Bounds { get; }
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float Width { get; }
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float Height { get; }
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float HalfWidth { get; }
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float HalfHeight { get; }
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Vector2 Center { get; }
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/// <summary>脚底中点 (center.x, min.y)。</summary>
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Vector2 FootPoint { get; }
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/// <summary>朝 <paramref name="dir"/> 的前缘 X(dir≥0 取 max.x,否则 min.x)。</summary>
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float FrontEdgeX(float dir);
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/// <summary>朝 <paramref name="dir"/> 的后缘 X(前缘的相反侧)。</summary>
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float RearEdgeX(float dir);
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/// <summary>
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/// 身体是否已**整体**越过世界 X 坐标:
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/// dir≥0 时后缘(min.x) ≥ worldX;dir<0 时后缘(max.x) ≤ worldX。
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/// </summary>
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bool HasPassed(float worldX, float dir);
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}
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/// <summary>
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/// <see cref="IEnemyBody"/> 的实现(纯 C# 类,非 MonoBehaviour)。
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/// 懒解析碰撞体 → 编辑器模式(Gizmo / OnValidate,Awake 未执行)同样可用。
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/// </summary>
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public sealed class EnemyBody : IEnemyBody
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{
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private readonly GameObject _owner;
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private readonly Collider2D _explicitCollider;
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private Collider2D _resolved;
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/// <param name="owner">宿主 GameObject(未显式指定碰撞体时从其上取 Collider2D)。</param>
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/// <param name="explicitCollider">显式指定的身体碰撞体;可为 null。</param>
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public EnemyBody(GameObject owner, Collider2D explicitCollider)
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{
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_owner = owner;
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_explicitCollider = explicitCollider;
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}
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public Collider2D Collider
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{
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get
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{
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if (_explicitCollider != null) return _explicitCollider;
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if (_resolved == null && _owner != null) _resolved = _owner.GetComponent<Collider2D>();
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return _resolved;
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}
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}
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/// <summary>
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/// 碰撞体缺失时返回以宿主位置为中心的零尺寸包围盒。
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/// 该错误已由 <see cref="EnemyBase"/> 在 Awake/OnValidate 显式报出,此处不重复每帧刷屏。
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/// </summary>
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public Bounds Bounds
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{
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get
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{
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var col = Collider;
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if (col != null) return col.bounds;
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return new Bounds(_owner != null ? _owner.transform.position : Vector3.zero, Vector3.zero);
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}
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}
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public float Width => Bounds.size.x;
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public float Height => Bounds.size.y;
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public float HalfWidth => Bounds.extents.x;
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public float HalfHeight => Bounds.extents.y;
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public Vector2 Center => Bounds.center;
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public Vector2 FootPoint { get { var b = Bounds; return new Vector2(b.center.x, b.min.y); } }
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public float FrontEdgeX(float dir) { var b = Bounds; return FrontEdge(b.min.x, b.max.x, dir); }
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public float RearEdgeX (float dir) { var b = Bounds; return RearEdge (b.min.x, b.max.x, dir); }
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public bool HasPassed(float worldX, float dir)
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{
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var b = Bounds;
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return BodyPassed(b.min.x, b.max.x, worldX, dir);
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}
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// ── 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)──────
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public static float FrontEdge(float minX, float maxX, float dir) => dir >= 0f ? maxX : minX;
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public static float RearEdge (float minX, float maxX, float dir) => dir >= 0f ? minX : maxX;
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public static bool BodyPassed(float minX, float maxX, float worldX, float dir)
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=> dir >= 0f ? minX >= worldX : maxX <= worldX;
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}
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}
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```
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- [ ] **Step 4: 编译门 + 运行测试确认通过**
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MCP:`Assets/Refresh` → 等 8 秒 → `unity_get_compilation_errors`(预期 0 错误)
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→ `unity_testing_run_tests({mode:"EditMode"})` → `unity_testing_get_job(jobId)`。
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预期:**191 条全绿**(原 177 + 新增 14)。
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- [ ] **Step 5: 提交**
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```bash
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git add Assets/_Game/Scripts/Enemies/EnemyBody.cs Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs
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git commit -m "feat(enemy): 新增 IEnemyBody 身体几何权威接口与 EnemyBody 实现(+14 纯函数单测)"
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```
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---
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## Task 2: `EnemyBase` 持有权威源
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**Files:**
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- Modify: `Assets/_Game/Scripts/Enemies/EnemyBase.cs`
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- [ ] **Step 1: 加序列化字段与 `Body` 属性**
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在 `EnemyBase.cs` 的"子组件(Prefab Inspector 绑定)"Header 区块内、`_hurtBox` 字段之后(约 `EnemyBase.cs:44`)追加:
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```csharp
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[Header("身体碰撞体(唯一权威源)")]
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[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。" +
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"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。")]
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[SerializeField] private Collider2D _bodyCollider;
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```
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在 `_colliders` 字段声明附近(约 `EnemyBase.cs:70`)追加缓存字段:
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```csharp
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// 身体几何权威(懒创建;OnValidate 改引用后置空重建)
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private EnemyBody _body;
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```
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在公开属性区(`Abilities` / `AttackSelector` 属性附近)追加:
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```csharp
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/// <summary>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。</summary>
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public IEnemyBody Body => _body ??= new EnemyBody(gameObject, _bodyCollider);
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```
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- [ ] **Step 2: `Awake` 加运行期校验**
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在 `EnemyBase.Awake` 中 `_colliders = GetComponentsInChildren<Collider2D>(true);`(约 `EnemyBase.cs:544`)之后追加:
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```csharp
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// 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)
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if (Body.Collider == null)
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Debug.LogError($"[EnemyBase] {name} 找不到身体碰撞体:请在 Inspector 指定 _bodyCollider," +
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"或确保本物体上挂有 Collider2D。移动探测/导航内缩将不可用。", this);
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```
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- [ ] **Step 3: 扩展既有 `OnValidate`(不要新增第二个)**
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`EnemyBase.cs:758` 已有 `protected virtual void OnValidate()`,把它改为:
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```csharp
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protected virtual void OnValidate()
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{
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_body = null; // 身体碰撞体引用可能在 Inspector 被改,缓存无条件失效(与警告抑制无关)
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if (SuppressValidationWarnings) return;
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if (_statsSO == null)
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Debug.LogWarning($"[EnemyBase] {gameObject.name} 缺少 EnemyStatsSO 配置(运行时会 NullRef)。", this);
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if (_stats == null)
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Debug.LogWarning($"[EnemyBase] {gameObject.name} 未绑定 EnemyStats 组件引用。", this);
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if (_animancer == null)
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Debug.LogWarning($"[EnemyBase] {gameObject.name} 未绑定 AnimancerComponent 引用。", this);
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if (_bodyCollider == null && GetComponent<Collider2D>() == null)
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Debug.LogWarning($"[EnemyBase] {gameObject.name} 找不到身体碰撞体(未指定 _bodyCollider 且本物体无 Collider2D)。", this);
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}
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```
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- [ ] **Step 4: 编译门 + 全量测试**
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||||
MCP:`Assets/Refresh` → 等 8 秒 → `unity_get_compilation_errors`(预期 0 错误)
|
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→ `unity_testing_run_tests({mode:"EditMode"})`。预期:**191 条全绿**。
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- [ ] **Step 5: 提交**
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```bash
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git add Assets/_Game/Scripts/Enemies/EnemyBase.cs
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git commit -m "feat(enemy): EnemyBase 持有身体几何权威(_bodyCollider + Body),Awake/OnValidate 双重校验"
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```
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---
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## Task 3: `EnemyMovement` 全部改走权威接口
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||||
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||||
**Files:**
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||||
- Modify: `Assets/_Game/Scripts/Enemies/EnemyMovement.cs`
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||||
> 本 Task 是行为等价重构:改完后巡逻/夹停/掉头行为必须与改前完全一致。
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- [ ] **Step 1: 加 `EnemyBase` 懒获取与 `Body` 便捷属性**
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在 `EnemyMovement` 类的私有字段区追加(放在 `_groundCheckCollider` 附近即可):
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```csharp
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// 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。
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private EnemyBase _enemy;
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private IEnemyBody Body
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{
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get
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{
|
||||
if (_enemy == null) _enemy = GetComponent<EnemyBase>();
|
||||
return _enemy != null ? _enemy.Body : null;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 2: 三个射线起点改用 `Body`**
|
||||
|
||||
把 `EnemyMovement.cs` 中这三个方法整体替换(原实现各自解析碰撞体,约在 185–229 行):
|
||||
```csharp
|
||||
private Vector2 GetGroundRayOrigin(int index)
|
||||
{
|
||||
var body = Body;
|
||||
if (body == null || body.Collider == null) return (Vector2)transform.position;
|
||||
|
||||
Bounds b = body.Bounds;
|
||||
float x = _groundCheckCount <= 1
|
||||
? b.center.x
|
||||
: Mathf.Lerp(b.min.x, b.max.x, (float)index / (_groundCheckCount - 1));
|
||||
return new Vector2(x, b.min.y);
|
||||
}
|
||||
|
||||
private bool IsGroundedCheck()
|
||||
{
|
||||
for (int i = 0; i < _groundCheckCount; i++)
|
||||
{
|
||||
if (Physics2D.Raycast(GetGroundRayOrigin(i), Vector2.down, _groundCheckDist, _groundMask))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// 墙体射线起点:身体朝向侧边缘、中心高度
|
||||
private Vector2 GetWallRayOrigin()
|
||||
{
|
||||
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:身体前下角再向前偏移 _ledgeCheckFwdOffset
|
||||
private Vector2 GetLedgeRayOrigin()
|
||||
{
|
||||
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);
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 3: 删除 `GroundColliderOrSelf()` 与 `_groundCheckCollider` 字段**
|
||||
|
||||
删除私有方法(原 `EnemyMovement.cs:231-232`):
|
||||
```csharp
|
||||
private Collider2D GroundColliderOrSelf()
|
||||
=> _groundCheckCollider != null ? _groundCheckCollider : GetComponent<Collider2D>();
|
||||
```
|
||||
删除序列化字段及其 `[Tooltip]`(原 `EnemyMovement.cs:45-46`):
|
||||
```csharp
|
||||
[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;
|
||||
```
|
||||
|
||||
- [ ] **Step 4: 墙/悬崖判定与 `EdgeSafeMargin` 改用 `Body`**
|
||||
|
||||
替换这三个成员(原 `EnemyMovement.cs:243-278`):
|
||||
```csharp
|
||||
/// <summary>朝 <paramref name="dir"/> 前缘水平方向是否有墙。</summary>
|
||||
public bool WouldHitWallAhead(float dir)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>朝 <paramref name="dir"/> 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)。</summary>
|
||||
public bool WouldFallAhead(float dir)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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 <see cref="EnemyBase.Body"/>;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。
|
||||
/// </summary>
|
||||
public float EdgeSafeMargin
|
||||
{
|
||||
get
|
||||
{
|
||||
var body = Body;
|
||||
float halfWidth = body != null ? body.HalfWidth : 0f;
|
||||
return halfWidth + Mathf.Max(0f, _ledgeCheckFwdOffset);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 5: 确认没有遗漏的旧引用**
|
||||
|
||||
Grep 确认 `_groundCheckCollider` 与 `GroundColliderOrSelf` 在整个项目已无引用:
|
||||
```bash
|
||||
grep -rn "_groundCheckCollider\|GroundColliderOrSelf" Assets/_Game/Scripts
|
||||
```
|
||||
预期:**无输出**。若编辑器脚本(如 `EnemyLocomotionEditor`)引用了它们,一并改为 `Body`。
|
||||
|
||||
- [ ] **Step 6: 编译门 + 全量测试**
|
||||
|
||||
MCP:`Assets/Refresh` → 等 8 秒 → `unity_get_compilation_errors`(预期 0 错误)
|
||||
→ `unity_testing_run_tests({mode:"EditMode"})`。预期:**191 条全绿**。
|
||||
|
||||
- [ ] **Step 7: 提交**
|
||||
|
||||
```bash
|
||||
git add Assets/_Game/Scripts/Enemies/EnemyMovement.cs
|
||||
git commit -m "refactor(enemy): 移动层探测与 EdgeSafeMargin 改走 Body 权威,删除重复的碰撞体解析"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Task 4: PlayMode 行为等价性冒烟验证
|
||||
|
||||
**Files:** 无(场景内验证)
|
||||
|
||||
> 因两个现存敌人的 `_groundCheckCollider` 实测均为 null,本次重构后行为应**完全一致**。
|
||||
> 本 Task 用于确认没有引入回归。
|
||||
|
||||
- [ ] **Step 1: 确认编辑器无新报错**
|
||||
|
||||
MCP `unity_console_log({type:"error", count:30})`:确认没有新增的
|
||||
`[EnemyBase] ... 找不到身体碰撞体` 报错(`ENM_CaoZhi` 有根 BoxCollider2D,不该触发)。
|
||||
|
||||
- [ ] **Step 2: 进 Play 验证巡逻与夹停**
|
||||
|
||||
MCP `unity_play_mode({action:"play"})`,等约 5 秒后用 `unity_execute_code` 读取状态:
|
||||
```csharp
|
||||
var e = GameObject.Find("ENM_CaoZhi");
|
||||
var mv = e.GetComponent<BaseGames.Enemies.EnemyMovement>();
|
||||
var eb = e.GetComponent<BaseGames.Enemies.EnemyBase>();
|
||||
return "grounded=" + mv.IsGrounded
|
||||
+ "; halfWidth=" + eb.Body.HalfWidth.ToString("F3")
|
||||
+ "; edgeSafeMargin=" + mv.EdgeSafeMargin.ToString("F3")
|
||||
+ "; bodyCollider=" + (eb.Body.Collider != null ? eb.Body.Collider.GetType().Name : "NULL")
|
||||
+ "; bounds=" + eb.Body.Bounds.ToString();
|
||||
```
|
||||
预期:`bodyCollider=BoxCollider2D`(非 NULL)、`halfWidth>0`、`edgeSafeMargin = halfWidth + 0.1`、
|
||||
`grounded=True`(敌人站在平台上)。
|
||||
|
||||
- [ ] **Step 3: 验证敌人仍会被崖边夹停、不会掉下平台**
|
||||
|
||||
保持 Play,观察 `ENM_CaoZhi` 巡逻若干秒后再读一次:
|
||||
```csharp
|
||||
var e = GameObject.Find("ENM_CaoZhi");
|
||||
var mv = e.GetComponent<BaseGames.Enemies.EnemyMovement>();
|
||||
return "pos=" + e.transform.position.ToString("F2")
|
||||
+ "; grounded=" + mv.IsGrounded
|
||||
+ "; wallAhead=" + mv.IsWallAhead
|
||||
+ "; ledgeAhead=" + mv.IsLedgeAhead;
|
||||
```
|
||||
预期:`grounded=True`(未掉出平台);敌人位置在平台范围内。
|
||||
|
||||
- [ ] **Step 4: 退出 Play**
|
||||
|
||||
MCP `unity_play_mode({action:"stop"})`。确认 Console 无新增异常。
|
||||
|
||||
- [ ] **Step 5: 记录结果**
|
||||
|
||||
若全部通过,在提交信息或 `Docs_Dev/Verification/` 记一行验证结论。无代码改动则无需提交。
|
||||
|
||||
---
|
||||
|
||||
## 自检记录(写计划时)
|
||||
|
||||
- **Spec 覆盖**:spec §3.1 权威源→Task 2;§3.2 接口 + §3.3 实现→Task 1;§3.4 消费端改造表(`EnemyMovement`
|
||||
5 处 + `EdgeSafeMargin` + 删字段/方法)→Task 3;§3.5 分层原则→Task 3 Step 4 的 `EdgeSafeMargin` 注释体现;
|
||||
§4 边界与错误处理→Task 2 Step 2/3(Awake LogError + OnValidate 警告 + 抑制机制)、Task 1 Step 3(碰撞体缺失退化值);
|
||||
§5 测试→Task 1(单测)、Task 3 Step 6(回归)、Task 4(PlayMode);§6 迁移安全→Task 4 验证。
|
||||
**`EnemyNavAgent` 按 spec §3.4 明确不改**,故无对应 Task。
|
||||
- **占位符扫描**:无 TBD/TODO;每个改动步骤都给了完整代码。
|
||||
- **类型一致性**:`IEnemyBody` 成员(`Collider`/`Bounds`/`HalfWidth`/`FrontEdgeX`/`RearEdgeX`/`HasPassed`)
|
||||
与 static 纯函数(`FrontEdge`/`RearEdge`/`BodyPassed`)在 Task 1 定义,Task 2(`Body.Collider`)、
|
||||
Task 3(`Body.Bounds`/`Body.FrontEdgeX`/`Body.HalfWidth`)与测试中的用法一致。
|
||||
- **测试基线**:当前 177 → Task 1 后 191(新增 14 条);Task 2/3 不新增测试,仍应为 191。
|
||||
Reference in New Issue
Block a user