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