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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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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