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/_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; }
+
+ /// 朝 的前缘 X(dir≥0 取 max.x,否则 min.x)。
+ float FrontEdgeX(float dir);
+ /// 朝 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;
+ }
+}