refactor(enemy): _wallMask 未配显式报错,不再静默回退地面层

按 CLAUDE.md §6:删除"_wallMask 为空则回退 _groundMask"的下游兜底(掩盖漏配)。
改为:WouldHitWallAhead/WallAndLedgeCheck 直接用 _wallMask;Awake 校验——启用
墙检测(_wallCheckDist>0)却 _wallMask=Nothing 时 Debug.LogError 提醒策划配置
(推荐 Platform+Wall)。

PlayMode 验证:E001(已配 Platform+Wall)无报错、撞墙检测正常;临时配错的敌人
(wallMask=Nothing) Awake 即报明确错误。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
This commit is contained in:
2026-07-20 10:36:11 +08:00
parent 902afbca1c
commit bd8e0a4f16
@@ -58,8 +58,9 @@ namespace BaseGames.Enemies
[SerializeField] private float _ledgeCheckFwdOffset = 0.1f;
[Tooltip("悬崖检测:向下的射线长度;射线未命中地面则 IsLedgeAhead = true0 = 禁用)")]
[SerializeField] private float _ledgeCheckDownDist = 0.4f;
[Tooltip("墙体检测层(巡逻翻边/追击冲刺撞墙判定用,含碰撞体前缘)。策划按怪配置" +
"推荐默认 Platform + Wall。留空(Nothing)时回退复用地面层。")]
[Tooltip("墙体检测层(巡逻翻边/追击冲刺撞墙判定用,含碰撞体前缘)。策划必须按怪配置" +
"推荐 Platform + Wall。启用墙检测(_wallCheckDist>0)却留空(Nothing)会在 Awake 报错——" +
"不静默回退地面层,须显式配置。")]
[SerializeField] private LayerMask _wallMask;
private Rigidbody2D _rb;
@@ -246,8 +247,7 @@ namespace BaseGames.Enemies
Bounds b = col.bounds;
float sign = Mathf.Sign(dir);
float edgeX = sign >= 0f ? b.max.x : b.min.x;
LayerMask wallLayer = (_wallMask.value != 0) ? _wallMask : _groundMask;
return Physics2D.Raycast(new Vector2(edgeX, b.center.y), new Vector2(sign, 0f), _wallCheckDist, wallLayer);
return Physics2D.Raycast(new Vector2(edgeX, b.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>
@@ -264,14 +264,12 @@ namespace BaseGames.Enemies
private void WallAndLedgeCheck()
{
LayerMask wallLayer = (_wallMask.value != 0) ? _wallMask : _groundMask;
if (_wallCheckDist > 0f)
IsWallAhead = Physics2D.Raycast(
GetWallRayOrigin(),
new Vector2(_facingDir, 0f),
_wallCheckDist,
wallLayer);
_wallMask);
if (_ledgeCheckDownDist > 0f)
IsLedgeAhead = !Physics2D.Raycast(
@@ -284,6 +282,10 @@ namespace BaseGames.Enemies
private void Awake()
{
Debug.Assert(_config != null, "[EnemyMovement] _config 未赋值,请在 Prefab Inspector 中指定 EnemyStatsSO。", this);
// 启用了墙检测却没配 _wallMask → 显式报错,提醒策划正确配置(不静默回退地面层)。
if (_wallCheckDist > 0f && _wallMask.value == 0)
Debug.LogError($"[EnemyMovement] '{name}' 启用了墙检测(_wallCheckDist>0)但 _wallMask 为 Nothing" +
"撞墙判定将失效(会穿墙)。请在 Inspector 配置墙体层(推荐 Platform + Wall)。", this);
_rb = GetComponent<Rigidbody2D>();
if (_groundCheckCollider == null)
_groundCheckCollider = GetComponent<Collider2D>();