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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2026-07-27 11:48:26 +08:00
parent 8a6450910e
commit b0e1ebfecc
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using UnityEngine;
namespace BaseGames.Enemies
{
/// <summary>
/// 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 <see cref="EnemyBase.Body"/>——其它组件不得自行解析身体碰撞体。
/// </summary>
public interface IEnemyBody
{
Collider2D Collider { get; }
/// <summary>世界空间包围盒;实时查询。</summary>
Bounds Bounds { get; }
float Width { get; }
float Height { get; }
float HalfWidth { get; }
float HalfHeight { get; }
Vector2 Center { get; }
/// <summary>脚底中点 (center.x, min.y)。</summary>
Vector2 FootPoint { get; }
/// <summary>朝 <paramref name="dir"/> 的前缘 Xdir≥0 取 max.x,否则 min.x)。</summary>
float FrontEdgeX(float dir);
/// <summary>朝 <paramref name="dir"/> 的后缘 X(前缘的相反侧)。</summary>
float RearEdgeX(float dir);
/// <summary>
/// 身体是否已**整体**越过世界 X 坐标:
/// dir≥0 时后缘(min.x) ≥ worldXdir&lt;0 时后缘(max.x) ≤ worldX。
/// </summary>
bool HasPassed(float worldX, float dir);
}
/// <summary>
/// <see cref="IEnemyBody"/> 的实现(纯 C# 类,非 MonoBehaviour)。
/// 懒解析碰撞体 → 编辑器模式(Gizmo / OnValidateAwake 未执行)同样可用。
/// </summary>
public sealed class EnemyBody : IEnemyBody
{
private readonly GameObject _owner;
private readonly Collider2D _explicitCollider;
private Collider2D _resolved;
/// <param name="owner">宿主 GameObject(未显式指定碰撞体时从其上取 Collider2D)。</param>
/// <param name="explicitCollider">显式指定的身体碰撞体;可为 null。</param>
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<Collider2D>();
return _resolved;
}
}
/// <summary>
/// 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 <see cref="EnemyBase"/> 在 Awake/OnValidate 显式报出,此处不重复每帧刷屏。
/// </summary>
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;
}
}