merge: DataHub 敌人能力总览表格

补回删除旧 Boss 轨时丢掉的能力资产编辑器视图(spec §6.4)。
做成跨敌人对比表而非标准列表+详情:能力按敌人分目录存放,
逐个点开看不出问题,需要的是横向比射程/权重/冷却。

问题列复用资产自己的 Validate(),规则只有一处;不提供新建,
类型化子类与目标目录由角色向导保证。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-03 14:38:25 +08:00
co-authored by Claude Opus 5
8 changed files with 586 additions and 0 deletions
@@ -12,6 +12,7 @@
"BaseGames.Core.Events",
"BaseGames.Core.Save",
"BaseGames.EventChain",
"BaseGames.Editor",
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
],
+8
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using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using BaseGames.Editor.Modules;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Tests.EditMode.EditorTools
{
/// <summary>
/// 能力总览表格的取数与排序。UI 构建不可测,所以把「一行长什么样」「怎么排序」
/// 「问题从哪来」抽成纯函数放这里——表格真正会出错的也正是这三处。
/// </summary>
public class EnemyAbilityOverviewTests
{
private readonly List<EnemyAbilitySO> _created = new List<EnemyAbilitySO>();
[TearDown]
public void TearDown()
{
// 项目关闭了 Domain/Scene Reload:断言失败会跳过用例后续语句,
// 清理必须放在 TearDown,否则失败一次就往内存里漏一个 SO。
foreach (var so in _created) if (so != null) Object.DestroyImmediate(so);
_created.Clear();
}
private EnemyAbilitySO MakeAbility(
string id, AbilityCategory category = AbilityCategory.None,
float range = 1f, float weight = 1f, float cooldown = 1f,
int priority = 0, string exclusion = "")
{
var so = ScriptableObject.CreateInstance<EnemyAbilitySO>();
so.abilityId = id;
so.category = category;
so.rangeRadius = range;
so.weight = weight;
so.cooldown = cooldown;
so.priority = priority;
so.exclusionGroup = exclusion;
_created.Add(so);
return so;
}
// ── 归属提取 ─────────────────────────────────────────────────────
[Test]
public void OwnerFromPath_TakesEnemyFolderName()
{
// 能力资产按 AssetFolderSpec 落在 Data/Enemies/{敌人}/Abilities/ 下,
// 归属列靠路径推导——表格要横向对比,必须能一眼看出这招是谁的。
Assert.AreEqual("ChaoFeng", EnemyAbilityOverview.OwnerFromPath(
"Assets/_Game/Data/Enemies/ChaoFeng/Abilities/ABL_ChaoFeng_Intro.asset"));
Assert.AreEqual("E004", EnemyAbilityOverview.OwnerFromPath(
"Assets/_Game/Data/Enemies/E004/Abilities/ABL_E004_Bite.asset"));
}
[Test]
public void OwnerFromPath_OffSpecLayout_ReturnsPlaceholder()
{
// 放错目录的资产不该让整张表崩掉,但也不能假装它有归属——显示占位符,
// 让"这个资产没按规范放"本身在表里可见。
Assert.AreEqual(EnemyAbilityOverview.UnknownOwner,
EnemyAbilityOverview.OwnerFromPath("Assets/Random/ABL_Stray.asset"));
Assert.AreEqual(EnemyAbilityOverview.UnknownOwner,
EnemyAbilityOverview.OwnerFromPath(""));
}
// ── 行取数 ───────────────────────────────────────────────────────
[Test]
public void BuildRow_CarriesTunableFields()
{
var so = MakeAbility("blink_strike", AbilityCategory.Attack,
range: 3.5f, weight: 2f, cooldown: 4.25f,
priority: 7, exclusion: "melee");
var row = EnemyAbilityOverview.BuildRow(
so, "Assets/_Game/Data/Enemies/E004/Abilities/ABL_E004_Blink.asset");
Assert.AreEqual("E004", row.Owner);
Assert.AreEqual("blink_strike", row.Id);
Assert.AreEqual(AbilityCategory.Attack, row.Category);
Assert.AreEqual(3.5f, row.Range);
Assert.AreEqual(2f, row.Weight);
Assert.AreEqual(4.25f, row.Cooldown);
Assert.AreEqual(7, row.Priority);
Assert.AreEqual("melee", row.Exclusion);
Assert.AreSame(so, row.Asset, "行必须持有资产引用,点选才能跳到它");
}
[Test]
public void BuildRow_SurfacesIssue_FromAssetsOwnValidate()
{
// 问题判定不在表格里另写一份规则,而是调资产自己的 Validate()。
// 这条断言守住"规则只有一处"——否则 SO 侧改了规则,表格会继续按旧规则报。
var broken = MakeAbility("bad_attack", AbilityCategory.Attack, range: 0f);
var ok = MakeAbility("good_attack", AbilityCategory.Attack, range: 2f);
var brokenRow = EnemyAbilityOverview.BuildRow(broken, "Assets/x/ABL_A.asset");
var okRow = EnemyAbilityOverview.BuildRow(ok, "Assets/x/ABL_B.asset");
Assert.IsTrue(brokenRow.HasIssue,
"Attack 类但射程为 0 的招永远选不中,表格必须标出来");
Assert.IsFalse(string.IsNullOrEmpty(brokenRow.Issue), "要带上原因文本,不能只给个红点");
Assert.IsFalse(okRow.HasIssue);
}
// ── 排序 ─────────────────────────────────────────────────────────
[Test]
public void Sort_ByCooldown_BothDirections()
{
var rows = new List<AbilityOverviewRow>
{
EnemyAbilityOverview.BuildRow(MakeAbility("b", cooldown: 5f), "Assets/x/B.asset"),
EnemyAbilityOverview.BuildRow(MakeAbility("a", cooldown: 1f), "Assets/x/A.asset"),
EnemyAbilityOverview.BuildRow(MakeAbility("c", cooldown: 3f), "Assets/x/C.asset"),
};
var asc = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Cooldown, ascending: true);
CollectionAssert.AreEqual(new[] { "a", "c", "b" }, asc.Select(r => r.Id).ToArray());
var desc = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Cooldown, ascending: false);
CollectionAssert.AreEqual(new[] { "b", "c", "a" }, desc.Select(r => r.Id).ToArray());
}
[Test]
public void Sort_ByOwnerThenId_IsStableAcrossEnemies()
{
// 默认视图按归属分组才有对比意义:同一敌人的招要挨在一起,组内按 id 稳定排列。
var rows = new List<AbilityOverviewRow>
{
EnemyAbilityOverview.BuildRow(MakeAbility("bite"), "Assets/_Game/Data/Enemies/E005/Abilities/ABL_1.asset"),
EnemyAbilityOverview.BuildRow(MakeAbility("acid"), "Assets/_Game/Data/Enemies/E004/Abilities/ABL_2.asset"),
EnemyAbilityOverview.BuildRow(MakeAbility("appear"),"Assets/_Game/Data/Enemies/E004/Abilities/ABL_3.asset"),
};
var sorted = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Owner, ascending: true);
CollectionAssert.AreEqual(
new[] { "acid", "appear", "bite" },
sorted.Select(r => r.Id).ToArray(),
"同归属内按 id 排,跨归属按归属名排");
}
}
}
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