摄像机区域的架构改动

This commit is contained in:
2026-05-15 14:47:24 +08:00
parent 1b37297585
commit f264329751
3591 changed files with 1687228 additions and 446503 deletions

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@@ -5,6 +5,8 @@
"BaseGames.Combat.StatusEffects",
"BaseGames.Combat",
"BaseGames.Core",
"BaseGames.Core.Events",
"BaseGames.Core.Save",
"BaseGames.EventChain",
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
@@ -16,7 +18,8 @@
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
"nunit.framework.dll",
"Newtonsoft.Json.dll"
],
"autoReferenced": false,
"defineConstraints": [],

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@@ -0,0 +1,255 @@
using System;
using System.Collections.Generic;
using NUnit.Framework;
using BaseGames.Core.Events;
using BaseGames.Core;
using UObject = UnityEngine.Object;
using UnityEngine;
namespace BaseGames.Tests.EditMode
{
/// <summary>
/// SO 事件系统 + ServiceLocator 单元测试EditMode无需 Play Mode
/// </summary>
[TestFixture]
public class EventSystemTests
{
// ── EventSubscription ────────────────────────────────────────────────
[Test]
public void EventSubscription_Dispose_CallsUnsubscribeAction()
{
bool called = false;
var sub = new EventSubscription(() => called = true);
sub.Dispose();
Assert.IsTrue(called, "Dispose 应调用 unsubscribe action");
}
[Test]
public void EventSubscription_Dispose_NullAction_DoesNotThrow()
{
var sub = new EventSubscription(null);
Assert.DoesNotThrow(() => sub.Dispose());
}
// ── CompositeDisposable ──────────────────────────────────────────────
[Test]
public void CompositeDisposable_Clear_DisposesAllItems()
{
var composite = new CompositeDisposable();
int count = 0;
composite.Add(new EventSubscription(() => count++));
composite.Add(new EventSubscription(() => count++));
composite.Add(new EventSubscription(() => count++));
composite.Clear();
Assert.AreEqual(3, count, "Clear 应 Dispose 所有已添加的订阅");
}
[Test]
public void CompositeDisposable_Clear_TwiceSafe()
{
var composite = new CompositeDisposable();
int count = 0;
composite.Add(new EventSubscription(() => count++));
composite.Clear();
composite.Clear(); // 第二次 Clear 不应重复 Dispose
Assert.AreEqual(1, count, "Clear 两次不应重复 Dispose");
}
[Test]
public void CompositeDisposable_Dispose_SameAsClear()
{
var composite = new CompositeDisposable();
bool disposed = false;
composite.Add(new EventSubscription(() => disposed = true));
((IDisposable)composite).Dispose();
Assert.IsTrue(disposed);
}
[Test]
public void AddTo_ReturnsOriginalSubscription()
{
var composite = new CompositeDisposable();
bool called = false;
var sub = new EventSubscription(() => called = true);
var returned = sub.AddTo(composite);
returned.Dispose();
Assert.IsTrue(called, "AddTo 返回的订阅 Dispose 后应触发原 unsubscribe");
}
[Test]
public void AddTo_Collection_AddsToList()
{
var list = new List<IDisposable>();
bool called = false;
var sub = new EventSubscription(() => called = true);
sub.AddTo(list);
Assert.AreEqual(1, list.Count, "AddTo(ICollection) 应将订阅添加到列表");
list[0].Dispose();
Assert.IsTrue(called);
}
// ── IntEventChannelSO ────────────────────────────────────────────────
[Test]
public void IntEventChannel_Raise_CallsAllSubscribers()
{
var channel = ScriptableObject.CreateInstance<IntEventChannelSO>();
try
{
int sum = 0;
channel.OnEventRaised += v => sum += v;
channel.OnEventRaised += v => sum += v;
channel.Raise(5);
Assert.AreEqual(10, sum, "两个订阅者应各收到一次事件");
}
finally
{
UObject.DestroyImmediate(channel);
}
}
[Test]
public void IntEventChannel_Raise_NoSubscribers_DoesNotThrow()
{
var channel = ScriptableObject.CreateInstance<IntEventChannelSO>();
try
{
Assert.DoesNotThrow(() => channel.Raise(42));
}
finally
{
UObject.DestroyImmediate(channel);
}
}
[Test]
public void IntEventChannel_UnsubscribeAfterDispose()
{
var channel = ScriptableObject.CreateInstance<IntEventChannelSO>();
try
{
int callCount = 0;
void Handler(int v) => callCount++;
channel.OnEventRaised += Handler;
channel.Raise(1);
Assert.AreEqual(1, callCount);
channel.OnEventRaised -= Handler;
channel.Raise(1);
Assert.AreEqual(1, callCount, "取消订阅后不应再收到事件");
}
finally
{
UObject.DestroyImmediate(channel);
}
}
// ── VoidEventChannelSO ───────────────────────────────────────────────
[Test]
public void VoidEventChannel_Raise_CallsSubscriber()
{
var channel = ScriptableObject.CreateInstance<VoidEventChannelSO>();
try
{
bool received = false;
channel.OnEventRaised += () => received = true;
channel.Raise();
Assert.IsTrue(received);
}
finally
{
UObject.DestroyImmediate(channel);
}
}
// ── ServiceLocator ───────────────────────────────────────────────────
[SetUp]
public void SetUp() => ServiceLocator.Reset();
[TearDown]
public void TearDown() => ServiceLocator.Reset();
[Test]
public void ServiceLocator_RegisterAndGet_ReturnsInstance()
{
var mock = new MockService();
ServiceLocator.Register<IMockService>(mock);
var retrieved = ServiceLocator.Get<IMockService>();
Assert.AreSame(mock, retrieved);
}
[Test]
public void ServiceLocator_GetUnregistered_ThrowsInvalidOperation()
{
Assert.Throws<InvalidOperationException>(
() => ServiceLocator.Get<IMockService>());
}
[Test]
public void ServiceLocator_GetOrDefault_Unregistered_ReturnsDefault()
{
var result = ServiceLocator.GetOrDefault<IMockService>();
Assert.IsNull(result);
}
[Test]
public void ServiceLocator_GetOrDefault_Registered_ReturnsInstance()
{
var mock = new MockService();
ServiceLocator.Register<IMockService>(mock);
var result = ServiceLocator.GetOrDefault<IMockService>();
Assert.AreSame(mock, result);
}
[Test]
public void ServiceLocator_RegisterIfAbsent_DoesNotOverwrite()
{
var first = new MockService();
var second = new MockService();
ServiceLocator.Register<IMockService>(first);
ServiceLocator.RegisterIfAbsent<IMockService>(second);
Assert.AreSame(first, ServiceLocator.Get<IMockService>(),
"RegisterIfAbsent 不应覆盖已存在的注册");
}
[Test]
public void ServiceLocator_Unregister_RemovesService()
{
ServiceLocator.Register<IMockService>(new MockService());
ServiceLocator.Unregister<IMockService>();
Assert.Throws<InvalidOperationException>(
() => ServiceLocator.Get<IMockService>());
}
[Test]
public void ServiceLocator_Unregister_WithWrongInstance_DoesNotRemove()
{
var first = new MockService();
var second = new MockService();
ServiceLocator.Register<IMockService>(first);
ServiceLocator.Unregister<IMockService>(second); // 不同实例,不应移除
Assert.AreSame(first, ServiceLocator.Get<IMockService>(),
"错误实例的 Unregister 不应移除已注册的服务");
}
[Test]
public void ServiceLocator_OverrideForTest_ReplacesService()
{
var original = new MockService { Value = 1 };
var replacement = new MockService { Value = 99 };
ServiceLocator.Register<IMockService>(original);
ServiceLocator.OverrideForTest<IMockService>(replacement);
Assert.AreEqual(99, ServiceLocator.Get<IMockService>().Value);
}
// ── Test Helpers ─────────────────────────────────────────────────────
private interface IMockService { int Value { get; set; } }
private class MockService : IMockService { public int Value { get; set; } }
}
}

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@@ -0,0 +1,270 @@
using System.Collections.Generic;
using NUnit.Framework;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.Tests.EditMode
{
/// <summary>
/// GameStateMachine + GameStateId 单元测试EditMode
/// 覆盖:状态注册、合法/非法转换、OnEnter/OnExit 回调顺序、Tick 分发。
/// </summary>
[TestFixture]
public class GameStateMachineTests
{
// ── Mock 状态实现 ────────────────────────────────────────────────────
private class MockState : IGameState
{
public GameStateId Id { get; }
public IReadOnlyCollection<GameStateId> ValidNextStates { get; }
public bool OnEnterCalled { get; private set; }
public bool OnExitCalled { get; private set; }
public GameStateId EnteredFrom { get; private set; }
public GameStateId ExitedTo { get; private set; }
public int TickCount { get; private set; }
public MockState(GameStateId id, params GameStateId[] validNext)
{
Id = id;
ValidNextStates = new HashSet<GameStateId>(validNext);
}
public void OnEnter(GameStateId from) { OnEnterCalled = true; EnteredFrom = from; }
public void OnExit(GameStateId to) { OnExitCalled = true; ExitedTo = to; }
public void Tick(float dt) => TickCount++;
}
private static readonly GameStateId StateA = new GameStateId("StateA");
private static readonly GameStateId StateB = new GameStateId("StateB");
private static readonly GameStateId StateC = new GameStateId("StateC");
// ── 初始状态 ─────────────────────────────────────────────────────────
[Test]
public void GameStateMachine_InitialState_IsDefault()
{
var fsm = new GameStateMachine();
Assert.AreEqual(default(GameStateId), fsm.CurrentStateId,
"未注册任何状态时CurrentStateId 应为 default");
}
// ── 状态注册与转换 ────────────────────────────────────────────────────
[Test]
public void TransitionTo_UnknownState_ReturnsFalse()
{
var fsm = new GameStateMachine();
bool result = fsm.TransitionTo(StateA, out string error);
Assert.IsFalse(result, "未注册的状态转换应返回 false");
StringAssert.Contains("未知状态", error);
}
[Test]
public void TransitionTo_RegisteredState_FromNull_Succeeds()
{
var fsm = new GameStateMachine();
var stateA = new MockState(StateA);
fsm.Register(stateA);
bool result = fsm.TransitionTo(StateA, out string error);
Assert.IsTrue(result, "注册状态后首次转换应成功");
Assert.IsNull(error, "成功转换时 error 应为 null");
Assert.AreEqual(StateA, fsm.CurrentStateId);
}
[Test]
public void TransitionTo_ValidNextState_Succeeds()
{
var fsm = new GameStateMachine();
var stateA = new MockState(StateA, StateB); // A 可以转换到 B
var stateB = new MockState(StateB);
fsm.Register(stateA);
fsm.Register(stateB);
fsm.TransitionTo(StateA, out _);
bool result = fsm.TransitionTo(StateB, out string error);
Assert.IsTrue(result);
Assert.IsNull(error);
Assert.AreEqual(StateB, fsm.CurrentStateId);
}
[Test]
public void TransitionTo_InvalidNextState_ReturnsFalse()
{
var fsm = new GameStateMachine();
var stateA = new MockState(StateA); // A 无有效下一状态
var stateB = new MockState(StateB);
fsm.Register(stateA);
fsm.Register(stateB);
fsm.TransitionTo(StateA, out _);
bool result = fsm.TransitionTo(StateB, out string error);
Assert.IsFalse(result, "非法转换应返回 false");
StringAssert.Contains("非法转换", error);
Assert.AreEqual(StateA, fsm.CurrentStateId, "非法转换后状态不应改变");
}
// ── OnEnter / OnExit 回调 ────────────────────────────────────────────
[Test]
public void TransitionTo_CallsOnExit_OnPreviousState()
{
var fsm = new GameStateMachine();
var stateA = new MockState(StateA, StateB);
var stateB = new MockState(StateB);
fsm.Register(stateA);
fsm.Register(stateB);
fsm.TransitionTo(StateA, out _);
fsm.TransitionTo(StateB, out _);
Assert.IsTrue(stateA.OnExitCalled, "转出 StateA 时应调用 OnExit");
Assert.AreEqual(StateB, stateA.ExitedTo, "OnExit 传入的下一状态应为 StateB");
}
[Test]
public void TransitionTo_CallsOnEnter_OnNextState()
{
var fsm = new GameStateMachine();
var stateA = new MockState(StateA, StateB);
var stateB = new MockState(StateB);
fsm.Register(stateA);
fsm.Register(stateB);
fsm.TransitionTo(StateA, out _);
fsm.TransitionTo(StateB, out _);
Assert.IsTrue(stateB.OnEnterCalled, "转入 StateB 时应调用 OnEnter");
Assert.AreEqual(StateA, stateB.EnteredFrom, "OnEnter 传入的前一状态应为 StateA");
}
[Test]
public void TransitionTo_FirstEntry_OnEnterFromIsDefault()
{
var fsm = new GameStateMachine();
var stateA = new MockState(StateA);
fsm.Register(stateA);
fsm.TransitionTo(StateA, out _);
Assert.AreEqual(default(GameStateId), stateA.EnteredFrom,
"首次进入状态时OnEnter 的 from 参数应为 default");
}
// ── Tick ──────────────────────────────────────────────────────────────
[Test]
public void Tick_DelegatesTo_CurrentState()
{
var fsm = new GameStateMachine();
var stateA = new MockState(StateA);
fsm.Register(stateA);
fsm.TransitionTo(StateA, out _);
fsm.Tick(0.016f);
fsm.Tick(0.016f);
Assert.AreEqual(2, stateA.TickCount, "Tick 应转发给当前状态");
}
[Test]
public void Tick_NoCurrentState_DoesNotThrow()
{
var fsm = new GameStateMachine();
Assert.DoesNotThrow(() => fsm.Tick(0.016f));
}
// ── 重复注册 ─────────────────────────────────────────────────────────
[Test]
public void Register_SameId_OverwritesPreviousState()
{
var fsm = new GameStateMachine();
var stateA1 = new MockState(StateA);
var stateA2 = new MockState(StateA, StateB); // 重新注册,含 B 作为有效下一状态
fsm.Register(stateA1);
fsm.Register(stateA2);
fsm.TransitionTo(StateA, out _);
var stateB = new MockState(StateB);
fsm.Register(stateB);
bool result = fsm.TransitionTo(StateB, out _);
Assert.IsTrue(result, "重新注册后的状态(含 ValidNextStates应覆盖旧注册");
}
// ── GameStateId 值相等性 ───────────────────────────────────────────────
[Test]
public void GameStateId_SameKey_AreEqual()
{
var id1 = new GameStateId("TestState");
var id2 = new GameStateId("TestState");
Assert.AreEqual(id1, id2, "相同 key 的 GameStateId 应相等");
}
[Test]
public void GameStateId_DifferentKey_AreNotEqual()
{
var id1 = new GameStateId("StateA");
var id2 = new GameStateId("StateB");
Assert.AreNotEqual(id1, id2);
}
[Test]
public void GameStateId_DefaultIsNotEqualToNamed()
{
var named = new GameStateId("Something");
var defaultId = default(GameStateId);
Assert.AreNotEqual(named, defaultId);
}
// ── BuiltinGameStates 唯一性 ───────────────────────────────────────────
[Test]
public void BuiltinStates_AllIdsAreUnique()
{
var ids = new[]
{
GameStates.Initializing,
GameStates.MainMenu,
GameStates.Gameplay,
GameStates.Paused,
GameStates.BossFight,
GameStates.Cutscene,
GameStates.LoadingScene,
GameStates.Dead,
GameStates.GameOver,
};
var set = new HashSet<GameStateId>(ids);
Assert.AreEqual(ids.Length, set.Count, "9 个内置游戏状态 ID 必须全部唯一");
}
[Test]
public void BuiltinStates_NoneIsDefault()
{
var ids = new[]
{
GameStates.Initializing,
GameStates.MainMenu,
GameStates.Gameplay,
GameStates.Paused,
GameStates.BossFight,
GameStates.Cutscene,
GameStates.LoadingScene,
GameStates.Dead,
GameStates.GameOver,
};
foreach (var id in ids)
{
Assert.AreNotEqual(default(GameStateId), id,
$"内置状态 {id} 不应等于 default(GameStateId)");
}
}
}
}

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using System.Collections.Generic;
using NUnit.Framework;
using Newtonsoft.Json;
using BaseGames.Core.Save;
namespace BaseGames.Tests.EditMode
{
/// <summary>
/// 存档系统单元测试EditMode纯 C# 逻辑,无 MonoBehaviour 依赖)。
/// 覆盖SaveMigrator 迁移链、SaveData 序列化/反序列化往返、字段完整性。
/// </summary>
[TestFixture]
public class SaveSystemTests
{
// ── SaveMigrator · 边界输入 ──────────────────────────────────────────
[Test]
public void Migrate_NullInput_ReturnsNull()
{
var result = SaveMigrator.Migrate(null);
Assert.IsNull(result, "null 输入应安全返回 null");
}
[Test]
public void Migrate_NullMeta_ReturnsSameObject()
{
var data = new SaveData { Meta = null };
var result = SaveMigrator.Migrate(data);
Assert.AreSame(data, result, "Meta 为 null 时应返回原对象");
}
// ── SaveMigrator · 版本迁移 ──────────────────────────────────────────
[Test]
public void Migrate_EmptyVersion_MigratesTo_2_1()
{
var data = new SaveData();
data.Meta.Version = "";
var result = SaveMigrator.Migrate(data);
Assert.AreEqual(SaveMigrator.CurrentVersion, result.Meta.Version);
}
[Test]
public void Migrate_OldVersion_FillsMissingSubObjects()
{
var data = new SaveData();
data.Meta.Version = "1.0";
data.Tutorial = null;
data.Settings = null;
data.EventChains = null;
data.ChallengeRooms = null;
var result = SaveMigrator.Migrate(data);
Assert.IsNotNull(result.Tutorial, "迁移后 Tutorial 不应为 null");
Assert.IsNotNull(result.Settings, "迁移后 Settings 不应为 null");
Assert.IsNotNull(result.EventChains, "迁移后 EventChains 不应为 null");
Assert.IsNotNull(result.ChallengeRooms, "迁移后 ChallengeRooms 不应为 null");
Assert.IsNull(result.NGPlus, "迁移后 NGPlus 应为 null非 NG+ 模式)");
}
[Test]
public void Migrate_OldVersion_FillsPlayerDeathShade()
{
var data = new SaveData();
data.Meta.Version = "1.0";
data.Player.DeathShade = null;
var result = SaveMigrator.Migrate(data);
Assert.IsNotNull(result.Player.DeathShade, "迁移后 DeathShade 不应为 null");
}
[Test]
public void Migrate_Version2_0_FillsMapPins()
{
var data = new SaveData();
data.Meta.Version = "2.0";
data.Map.Pins = null;
var result = SaveMigrator.Migrate(data);
Assert.IsNotNull(result.Map.Pins, "从 2.0 迁移后 Map.Pins 不应为 null");
Assert.IsEmpty(result.Map.Pins, "Map.Pins 应初始化为空列表");
}
[Test]
public void Migrate_CurrentVersion_NoChange()
{
var data = new SaveData();
data.Meta.Version = SaveMigrator.CurrentVersion;
var result = SaveMigrator.Migrate(data);
Assert.AreEqual(SaveMigrator.CurrentVersion, result.Meta.Version);
}
// ── SaveData · JSON 序列化往返 ───────────────────────────────────────
[Test]
public void SaveData_SerializeDeserialize_PreservesPlayerData()
{
var original = new SaveData();
original.Player.CurrentHP = 55;
original.Player.MaxHP = 100;
original.Player.CurrentLingZhu = 1234;
original.Player.Scene = "TestRoom";
original.Player.PosX = 3.14f;
original.Player.PosY = -2.71f;
string json = JsonConvert.SerializeObject(original, Formatting.None);
var restored = JsonConvert.DeserializeObject<SaveData>(json);
Assert.AreEqual(original.Player.CurrentHP, restored.Player.CurrentHP);
Assert.AreEqual(original.Player.MaxHP, restored.Player.MaxHP);
Assert.AreEqual(original.Player.CurrentLingZhu, restored.Player.CurrentLingZhu);
Assert.AreEqual(original.Player.Scene, restored.Player.Scene);
Assert.AreEqual(original.Player.PosX, restored.Player.PosX, 0.0001f);
Assert.AreEqual(original.Player.PosY, restored.Player.PosY, 0.0001f);
}
[Test]
public void SaveData_SerializeDeserialize_PreservesAbilityFlags()
{
var original = new SaveData();
original.Player.AbilityFlags = 0xDEADBEEFu;
string json = JsonConvert.SerializeObject(original, Formatting.None);
var restored = JsonConvert.DeserializeObject<SaveData>(json);
Assert.AreEqual(original.Player.AbilityFlags, restored.Player.AbilityFlags,
"AbilityFlags uint 不应因符号扩展而错误");
}
[Test]
public void SaveData_SerializeDeserialize_NGPlusNull_StaysNull()
{
var original = new SaveData();
original.NGPlus = null;
string json = JsonConvert.SerializeObject(original, Formatting.None);
var restored = JsonConvert.DeserializeObject<SaveData>(json);
Assert.IsNull(restored.NGPlus, "NGPlus null 应序列化/反序列化保持 null");
}
[Test]
public void SaveData_SerializeDeserialize_MetaVersionPreserved()
{
var original = new SaveData();
original.Meta.Version = "2.1";
original.Meta.SlotIndex = 2;
original.Meta.SaveCount = 42;
string json = JsonConvert.SerializeObject(original, Formatting.None);
var restored = JsonConvert.DeserializeObject<SaveData>(json);
Assert.AreEqual("2.1", restored.Meta.Version);
Assert.AreEqual(2, restored.Meta.SlotIndex);
Assert.AreEqual(42, restored.Meta.SaveCount);
}
[Test]
public void SaveData_ExtensionData_PreservesUnknownFields()
{
// 模拟未来版本存档包含当前版本未知的字段
string futureJson = @"{
""Meta"": { ""Version"": ""3.0"", ""SlotIndex"": 0 },
""Player"": { ""CurrentHP"": 80 },
""FutureFeature"": { ""SomeValue"": 123 }
}";
var restored = JsonConvert.DeserializeObject<SaveData>(futureJson);
Assert.IsNotNull(restored);
Assert.AreEqual(80, restored.Player.CurrentHP);
Assert.IsTrue(restored.ExtensionData.ContainsKey("FutureFeature"),
"ExtensionData 应保留未知字段,确保向前兼容");
}
// ── SaveMeta · Checksum 字段 ─────────────────────────────────────────
[Test]
public void SaveMeta_Checksum_DefaultIsNull()
{
var meta = new SaveMeta();
Assert.IsNull(meta.Checksum, "新建 SaveMeta 的 Checksum 默认应为 null");
}
[Test]
public void SaveData_Serialize_WithNullChecksum_NotThrow()
{
var data = new SaveData();
data.Meta.Checksum = null;
Assert.DoesNotThrow(
() => JsonConvert.SerializeObject(data, Formatting.None));
}
// ── PlayerSaveData · ShieldHP 默认值 ────────────────────────────────
[Test]
public void PlayerSaveData_ShieldHP_DefaultIsMinusOne()
{
var player = new PlayerSaveData();
Assert.AreEqual(-1, player.ShieldHP,
"ShieldHP 默认 -1 表示满护盾");
}
[Test]
public void PlayerSaveData_ShieldIsBroken_DefaultIsFalse()
{
var player = new PlayerSaveData();
Assert.IsFalse(player.ShieldIsBroken);
}
// ── SaveMeta · IsSteelSoul ────────────────────────────────────────────
[Test]
public void SaveMeta_IsSteelSoul_DefaultIsFalse()
{
var meta = new SaveMeta();
Assert.IsFalse(meta.IsSteelSoul, "IsSteelSoul 默认应为 false");
}
}
}

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@@ -129,5 +129,83 @@ namespace BaseGames.Tests.EditMode
{
Assert.AreEqual(StatusEffectType.Stagger, new StaggerEffect().EffectType);
}
// ── 补充测试 ──────────────────────────────────────────────────────────
[Test]
public void StatusEffect_StackCount_InitialValueIsOne()
{
var effect = new FireEffect();
Assert.AreEqual(1, effect.StackCount, "新建 Effect 的初始 StackCount 应为 1");
}
[Test]
public void StatusEffect_Update_RemainingTime_Decreases()
{
var effect = new StaggerEffect(2.0f);
effect.OnApply(null);
float initialDuration = effect.Duration;
effect.Update(0.5f);
Assert.Less(effect.Duration, initialDuration, "Update 后剩余时间应减少");
Assert.IsFalse(effect.IsExpired, "0.5s Update 后 2.0s 效果不应过期");
}
[Test]
public void StatusEffect_Update_ExactExpiry()
{
var effect = new StaggerEffect(1.0f);
effect.OnApply(null);
effect.Update(1.0f); // 恰好耗尽
Assert.IsTrue(effect.IsExpired, "恰好耗尽 duration 后应 IsExpired == true");
}
[Test]
public void MultipleEffects_IndependentTimers()
{
var fire = new FireEffect();
var poison = new PoisonEffect();
fire.OnApply(null);
poison.OnApply(null);
float fireDuration = fire.Duration;
float poisonDuration = poison.Duration;
fire.Update(0.5f);
// poison 未调用 Update时间不应变化
Assert.AreEqual(poisonDuration, poison.Duration, 0.0001f,
"未 Update 的 Effect 持续时间不应减少");
Assert.Less(fire.Duration, fireDuration, "已 Update 的 Effect 持续时间应减少");
}
[Test]
public void PoisonEffect_OnStack_DoesNotExceedMaxStacks_EdgeCase()
{
var effect = new PoisonEffect();
// MaxStacks = 3初始 StackCount = 1再叠加 2 次达到上限
effect.OnStack();
effect.OnStack();
Assert.AreEqual(3, effect.StackCount);
// 再叠加,不应超过 3
effect.OnStack();
effect.OnStack();
Assert.AreEqual(3, effect.StackCount, "StackCount 不应超过 MaxStacks");
}
[Test]
public void FireEffect_OnApply_ThenExpire_DoesNotThrow()
{
var effect = new FireEffect();
Assert.DoesNotThrow(() =>
{
effect.OnApply(null);
effect.OnExpire(); // 注意:实际 API 为 OnExpire(),文档中误写为 OnRemove()
});
}
}
}