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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using UnityEngine;
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using BaseGames.Editor.Modules;
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using BaseGames.Enemies.Abilities;
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namespace BaseGames.Tests.EditMode.EditorTools
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{
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/// <summary>
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/// 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」
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/// 「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。
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/// </summary>
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public class EnemyAbilityOverviewTests
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{
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private readonly List<EnemyAbilitySO> _created = new List<EnemyAbilitySO>();
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[TearDown]
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public void TearDown()
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{
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// 项目关闭了 Domain/Scene Reload:断言失败会跳过用例后续语句,
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// 清理必须放在 TearDown,否则失败一次就往内存里漏一个 SO。
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foreach (var so in _created) if (so != null) Object.DestroyImmediate(so);
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_created.Clear();
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}
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private EnemyAbilitySO MakeAbility(
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string id, AbilityCategory category = AbilityCategory.None,
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float range = 1f, float weight = 1f, float cooldown = 1f,
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int priority = 0, string exclusion = "")
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{
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var so = ScriptableObject.CreateInstance<EnemyAbilitySO>();
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so.abilityId = id;
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so.category = category;
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so.rangeRadius = range;
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so.weight = weight;
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so.cooldown = cooldown;
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so.priority = priority;
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so.exclusionGroup = exclusion;
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_created.Add(so);
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return so;
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}
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// ── 归属提取 ─────────────────────────────────────────────────────
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[Test]
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public void OwnerFromPath_TakesEnemyFolderName()
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{
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// 能力资产按 AssetFolderSpec 落在 Data/Enemies/{敌人}/Abilities/ 下,
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// 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。
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Assert.AreEqual("ChaoFeng", EnemyAbilityOverview.OwnerFromPath(
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"Assets/_Game/Data/Enemies/ChaoFeng/Abilities/ABL_ChaoFeng_Intro.asset"));
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Assert.AreEqual("E004", EnemyAbilityOverview.OwnerFromPath(
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"Assets/_Game/Data/Enemies/E004/Abilities/ABL_E004_Bite.asset"));
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}
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[Test]
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public void OwnerFromPath_OffSpecLayout_ReturnsPlaceholder()
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{
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// 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,
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// 让"这个资产没按规范放"本身在表里可见。
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Assert.AreEqual(EnemyAbilityOverview.UnknownOwner,
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EnemyAbilityOverview.OwnerFromPath("Assets/Random/ABL_Stray.asset"));
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Assert.AreEqual(EnemyAbilityOverview.UnknownOwner,
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EnemyAbilityOverview.OwnerFromPath(""));
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}
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// ── 行取数 ───────────────────────────────────────────────────────
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[Test]
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public void BuildRow_CarriesTunableFields()
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{
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var so = MakeAbility("blink_strike", AbilityCategory.Attack,
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range: 3.5f, weight: 2f, cooldown: 4.25f,
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priority: 7, exclusion: "melee");
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var row = EnemyAbilityOverview.BuildRow(
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so, "Assets/_Game/Data/Enemies/E004/Abilities/ABL_E004_Blink.asset");
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Assert.AreEqual("E004", row.Owner);
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Assert.AreEqual("blink_strike", row.Id);
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Assert.AreEqual(AbilityCategory.Attack, row.Category);
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Assert.AreEqual(3.5f, row.Range);
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Assert.AreEqual(2f, row.Weight);
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Assert.AreEqual(4.25f, row.Cooldown);
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Assert.AreEqual(7, row.Priority);
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Assert.AreEqual("melee", row.Exclusion);
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Assert.AreSame(so, row.Asset, "行必须持有资产引用,点选才能跳到它");
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}
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[Test]
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public void BuildRow_SurfacesIssue_FromAssetsOwnValidate()
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{
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// 问题判定不在表格里另写一份规则,而是调资产自己的 Validate()。
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// 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。
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var broken = MakeAbility("bad_attack", AbilityCategory.Attack, range: 0f);
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var ok = MakeAbility("good_attack", AbilityCategory.Attack, range: 2f);
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var brokenRow = EnemyAbilityOverview.BuildRow(broken, "Assets/x/ABL_A.asset");
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var okRow = EnemyAbilityOverview.BuildRow(ok, "Assets/x/ABL_B.asset");
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Assert.IsTrue(brokenRow.HasIssue,
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"Attack 类但射程为 0 的招永远选不中,表格必须标出来");
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Assert.IsFalse(string.IsNullOrEmpty(brokenRow.Issue), "要带上原因文本,不能只给个红点");
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Assert.IsFalse(okRow.HasIssue);
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}
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// ── 排序 ─────────────────────────────────────────────────────────
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[Test]
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public void Sort_ByCooldown_BothDirections()
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{
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var rows = new List<AbilityOverviewRow>
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{
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EnemyAbilityOverview.BuildRow(MakeAbility("b", cooldown: 5f), "Assets/x/B.asset"),
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EnemyAbilityOverview.BuildRow(MakeAbility("a", cooldown: 1f), "Assets/x/A.asset"),
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EnemyAbilityOverview.BuildRow(MakeAbility("c", cooldown: 3f), "Assets/x/C.asset"),
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};
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var asc = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Cooldown, ascending: true);
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CollectionAssert.AreEqual(new[] { "a", "c", "b" }, asc.Select(r => r.Id).ToArray());
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var desc = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Cooldown, ascending: false);
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CollectionAssert.AreEqual(new[] { "b", "c", "a" }, desc.Select(r => r.Id).ToArray());
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}
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[Test]
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public void Sort_ByOwnerThenId_IsStableAcrossEnemies()
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{
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// 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。
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var rows = new List<AbilityOverviewRow>
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{
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EnemyAbilityOverview.BuildRow(MakeAbility("bite"), "Assets/_Game/Data/Enemies/E005/Abilities/ABL_1.asset"),
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EnemyAbilityOverview.BuildRow(MakeAbility("acid"), "Assets/_Game/Data/Enemies/E004/Abilities/ABL_2.asset"),
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EnemyAbilityOverview.BuildRow(MakeAbility("appear"),"Assets/_Game/Data/Enemies/E004/Abilities/ABL_3.asset"),
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};
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var sorted = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Owner, ascending: true);
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CollectionAssert.AreEqual(
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new[] { "acid", "appear", "bite" },
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sorted.Select(r => r.Id).ToArray(),
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"同归属内按 id 排,跨归属按归属名排");
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}
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}
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}
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