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Author SHA1 Message Date
joywayer 9aaa41e420 meta 2026-08-03 14:53:45 +08:00
joywayerandClaude Opus 5 d61f10ee80 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>
2026-08-03 14:38:25 +08:00
joywayerandClaude Opus 5 bb577f01a8 feat(editor): DataHub 新增敌人能力总览表格,补回删旧 Boss 轨时丢的编辑器视图
删除 BossSkillModule / BossSkillSequenceWindow 后能力资产没有任何编辑器总览
(spec §6.4 记为待补)。本次补上,但不照搬「列表 + 详情」的标准形态:

能力资产按敌人分散在 Data/Enemies/{敌人}/Abilities/ 下,逐个点开看不出问题;
真正需要的是横向对比——同一敌人的招之间射程/权重/冷却是否成比例、有没有
Attack 类却射程为 0 的死招。所以做成一张跨敌人的对比表,表格本身就是导航:
点行即选中资产,Inspector 出现在表格下方。列均可点击排序。

两点刻意的设计:

- 问题列直接调资产自己的 Validate(),不在表格里另写一份判定规则。否则 SO 侧
  改了规则,表格会继续按旧规则报。
- 不提供新建。能力有类型化子类且必须落到对应敌人目录,这两件事由角色向导保证
  (CLAUDE.md 第 2 条不裸建);模块只给一个跳转向导的按钮。

取数与排序抽成纯函数(EnemyAbilityOverview)与 UI 分离:UIElements 构建不可单测,
而表格真正会出错的是「归属怎么从路径推导」「问题从哪来」「排序对不对」,
这三处都是纯逻辑,抽出来即可覆盖。

spec 里还提到「阶段一览」,本次不做且不打算做:阶段现在归 BossPhaseAbilityGate
(预制体上的组件),不在 SO 上,配方/资产层看不到它——与 ApproachAttackEngagement
无法在配方层校验选招器是同一类边界。

验证:编译 0 错;EditMode 279/279(273 + 新增 6)。
UI 路径另做程序化冒烟(单测覆盖不到):模块被 DataHubWindow 自动发现并排在
「敌人」之后,两个面板构建无异常,表格 18 行 = 项目 18 个能力资产;
过滤实测 18 / 仅 Attack 5 / 仅有问题 0(与 SO 校验"全部合法"一致),
归属降序首行为 E006 符合序数排序。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 13:09:05 +08:00
joywayerandClaude Opus 5 bf7899f91a feat(combat): 接通弹反反制——弹反成功让发起攻击的敌人硬直
EnemyBase.ReceiveParry 早就存在且形态正确(强制 Stagger + 打断全部能力 +
定时恢复,小怪 Boss 通用),但一直零调用者:弹反判定点拿不到攻击者引用。
硬直时长的权威也早就存在——ParryConfigSO.StaggerDuration,注释写着
「被弹反敌人的受击硬直时长」,同样零消费者。本次只是把这两端接上,没有新造语义。

接缝选在 DamageInfo 而非"弹反成功时回调 HitBox"(spec §6.2 留的两个选项):
攻击者引用与既有的 SourceProjectile 完全同构——都是"攻击从哪来"的引用,
供弹反分支反向作用于来源。落到代码上就是弹反分支里并列的两行,不引入第二条回调链路。

- Combat 新增 IParryable(攻击被弹反时的反制承受方)。用接口是因为程序集方向:
  Combat 不能反向依赖 Enemies,而 HurtBox.ReceiveDamage 是唯一同时握有
  弹反结果与 DamageInfo 的地方。与 IDamageable 同款做法。
- DamageInfo 加 Attacker 字段([NonSerialized],Builder 与 From 工厂同步支持)。
- HitBox 在 Activate 时按宿主解析并缓存 IParryable——与 _ownerRigidbody 同源、
  与 _ownerProjectile 同手法。放 Activate 而非 Awake:attacker 可由调用方传入。
- ParrySystem 暴露 StaggerDuration,HurtBox 在弹反成功时读它,不另立常量。
- EnemyBase 声明实现 IParryable(方法签名本就匹配,无需改实现)。

顺带确认旧的全局误伤路径确实已随 Boss 单轨合并删净:全库不再有
HandleParrySuccess,ParryInfoEventChannelSO 只剩 ParrySystem 自己 Raise,
不存在"弹反小怪导致场上 Boss 一起硬直"的双重路径。

验证:编译 0 错;EditMode 276/276(273 + 新增 3)。
测试走完整 HurtBox 流水线:反射仅用于喂配置与跑真实 Awake,被测逻辑全程生产代码
(与 BossPhaseAbilityGateTests 同一手法)。硬直时长断言取 1.25f 这个非默认值,
才能证明读的是配置而非常量。用例把完美弹反阈值设为负数以避开会改 Time.timeScale
的子弹时间协程(编辑模式下它 yield 后不会恢复),TearDown 另有兜底还原。
变异验证——注释掉 HurtBox 里那一行后,恰好只有反制用例变红;还原后复验 276/276。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 11:36:52 +08:00
joywayerandClaude Opus 5 1e3c060c8d fix(core): 对象池真正通知 IPoolable,复用的敌人不再以死亡状态出场
IPoolable 的接口文档写着「由 PooledObject 子类或同 GameObject 上的其他
MonoBehaviour 实现,并在 PooledObject.OnSpawn/OnDespawn 中手动驱动」,
但那两个方法是空的 public virtual,全库无任何 PooledObject 子类,
GlobalObjectPool 也从不查找 IPoolable 组件——这份契约从未生效过。

全库 .OnSpawn(/.OnDespawn( 的调用点只有 4 处,真正驱动 EnemyBase
(唯一的 IPoolable 实现者)的只有 EnemyRespawner 一处手动补调。后果:

- EnemyBase.OnDespawn 在生产中从未被调用,其中的 _nav?.Stop() 是死代码;
- 更严重的是取出侧:PerformDeath 会 ForceState(Dead) 并禁用全部碰撞体后归池,
  而 EnemySpawnerOnEvent / ChaoFengBoss 召唤 / RangedEnemy 这些取用方
  没有补调 OnSpawn,拿到的复用敌人仍停在 Dead 态、碰撞体全关、HP 为 0——
  一个不可交互也不会动的幽灵。EnemyRespawner 路径侥幸没暴露,只因为它手动补了。

修法是让池履行它自己声明的契约,而不是让各调用方继续手动补调:
PooledObject.OnSpawn/OnDespawn 转发给本物体上的 IPoolable。只扫本物体、
不向下扫子物体——接口文档限定的就是「同 GameObject」,向下扫会让嵌套的
可池化对象被两个 PooledObject 各通知一次。组件集惰性解析一次并缓存
(池化本就是为省开销,不能每次进出都遍历组件)。

同时统一两条归池路径的顺序:GlobalObjectPool.Despawn 原本先 SetActive(false)
再 OnDespawn,而 PooledObject.ForceReturnToPool 是反过来的。转发接通后这个
顺序就成了可观察行为,两条路径必须给出同一份契约——统一为「先通知再停用」,
清理才跑在还活跃的对象上。

EnemyRespawner 那次手动 OnSpawn 随之改为只在兜底实例化路径调用:池化路径
现在由转发完成,重复调用会让 OnSpawn 末尾的 Spawned?.Invoke() 触发两次,
即重复执行出生能力。(今天重复触发会被 Execute() 的 !_isRunning 门挡住,
但那是运气不是设计。)

验证:编译 0 错;EditMode 273/273(269 + 新增 4)。
分阶段观察过失败面:只加转发时,2 条转发测试转绿、顺序测试仍红在
WasActiveOnDespawn 上;补顺序后全绿。
变异验证——把扫描范围改成 GetComponentsInChildren 后,边界测试恰好变红
(该测试在修复前是平凡通过的,需确认它真有约束力),还原后复验 273/273。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 16:03:57 +08:00
27 changed files with 1003 additions and 12 deletions
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"references": [
"BaseGames.Combat.StatusEffects",
"BaseGames.Combat",
"BaseGames.Parry",
"BaseGames.Core",
"BaseGames.AI",
"BaseGames.Enemies",
@@ -11,6 +12,7 @@
"BaseGames.Core.Events",
"BaseGames.Core.Save",
"BaseGames.EventChain",
"BaseGames.Editor",
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
],
@@ -0,0 +1,150 @@
using System.Reflection;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using BaseGames.Combat;
using BaseGames.Parry;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.Combat
{
/// <summary>
/// 弹反反制接线:玩家弹反成功时,发起这次攻击的敌人必须硬直。
///
/// EnemyBase.ReceiveParry 早就存在且形态正确(强制 Stagger + 打断能力 + 定时恢复),
/// 但一直零调用者——弹反管线(HurtBox → ParrySystem.ConsumeParry)拿不到攻击者引用。
/// 硬直时长的权威也早就存在:ParryConfigSO.StaggerDuration,注释写着
/// 「被弹反敌人的受击硬直时长」,同样零消费者。本次是把这两端接上,不新造语义。
/// </summary>
public class ParryCounterWiringTests
{
/// <summary>攻击方探针:记录是否被通知、以及拿到的硬直时长。</summary>
private sealed class SpyAttacker : MonoBehaviour, IParryable
{
public int Calls;
public float LastDuration = -1f;
public void ReceiveParry(float staggerDuration)
{
Calls++;
LastDuration = staggerDuration;
}
}
/// <summary>受击方:HurtBox.Awake 要在父级找到 IDamageable,否则流水线首步就返回。</summary>
private sealed class FakeVictim : MonoBehaviour, IDamageable
{
public bool IsAlive => true;
public bool IsInvincible => false;
public int Defense => 0;
public void TakeDamage(DamageInfo info) { }
}
private GameObject _victim;
private GameObject _attacker;
private ParryConfigSO _config;
[SetUp]
public void SetUp() => LogAssert.ignoreFailingMessages = true;
[TearDown]
public void TearDown()
{
// ParrySystem 的完美弹反会改 Time.timeScale 后 yield,编辑模式下协程不会恢复。
// 本用例已用配置避开那条路径,这里再兜一道,避免任何意外把编辑器留在慢放状态。
Time.timeScale = 1f;
// 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,否则失败一次就往编辑器场景里漏一个对象。
if (_victim != null) Object.DestroyImmediate(_victim);
if (_attacker != null) Object.DestroyImmediate(_attacker);
if (_config != null) Object.DestroyImmediate(_config);
_victim = null; _attacker = null; _config = null;
LogAssert.ignoreFailingMessages = false;
}
// 反射只用来「喂配置」与「跑真实的 Awake」,被测逻辑全程走生产代码。
// 与 BossPhaseAbilityGateTests 里给私有序列化字段喂数据是同一手法。
private static void SetPrivateField(object target, string field, object value)
=> target.GetType()
.GetField(field, BindingFlags.NonPublic | BindingFlags.Instance)
.SetValue(target, value);
private static void InvokeAwake(object target)
=> target.GetType()
.GetMethod("Awake", BindingFlags.NonPublic | BindingFlags.Instance)
.Invoke(target, null);
/// <summary>建一个「弹反窗口已开启」的受击方。</summary>
private HurtBox MakeParryingVictim()
{
_config = ScriptableObject.CreateInstance<ParryConfigSO>();
// 完美弹反会 StartCoroutine 改 timeScale;窗口刚开时 elapsed==0 必然判定为完美。
// 阈值设为负数即可让 IsInPerfectWindow 恒假,把用例限制在普通弹反这条路径上。
_config.PerfectParryThreshold = -1f;
_config.StaggerDuration = 1.25f; // 与默认值不同,才能证明读的是配置而非常量
_victim = new GameObject("victim");
_victim.AddComponent<BoxCollider2D>(); // HurtBox 的 RequireComponent 指向抽象 Collider2D
_victim.AddComponent<FakeVictim>();
var hurtBox = _victim.AddComponent<HurtBox>();
Assert.IsNotNull(hurtBox, "HurtBox 需要先有具体 Collider2D 才能挂载");
InvokeAwake(hurtBox); // 解析 _owner 并建 HurtBoxOwnerGuard
var parry = _victim.AddComponent<ParrySystem>();
SetPrivateField(parry, "_config", _config);
hurtBox.SetParrySystem(parry);
parry.OpenParryWindow(); // 生产 API:动画事件走的就是这个
Assert.IsTrue(parry.IsParrying, "前提:弹反窗口必须已开启,否则测不到弹反分支");
return hurtBox;
}
private static DamageInfo ParryableHit(IParryable attacker)
=> new DamageInfo.Builder()
.SetRaw(10)
.SetFlags(DamageFlags.CanBeParried)
.SetAttacker(attacker)
.Build();
[Test]
public void ParrySuccess_StaggersTheAttacker_WithConfiguredDuration()
{
var hurtBox = MakeParryingVictim();
_attacker = new GameObject("attacker");
var spy = _attacker.AddComponent<SpyAttacker>();
hurtBox.ReceiveDamage(ParryableHit(spy));
Assert.AreEqual(1, spy.Calls,
"弹反成功必须反制发起这次攻击的那一方——这正是此前缺失的那根线");
Assert.AreEqual(_config.StaggerDuration, spy.LastDuration,
"硬直时长要取 ParryConfigSO.StaggerDuration,不得另立常量");
}
[Test]
public void ParrySuccess_WithoutAttacker_DoesNotThrow()
{
// 陷阱 / 环境伤害等旁路没有攻击者,弹反它们不该炸。
var hurtBox = MakeParryingVictim();
Assert.DoesNotThrow(() => hurtBox.ReceiveDamage(ParryableHit(null)));
}
[Test]
public void EnemyBase_IsParryable_AndParryForcesStagger()
{
// 接收端:EnemyBase 必须能被 Combat 层当作 IParryable 拿到
// Combat 不能反向依赖 Enemies,所以接缝只能是接口)。
_attacker = new GameObject("enemy");
var enemy = _attacker.AddComponent<EnemyBase>();
Assert.IsInstanceOf<IParryable>(enemy, "EnemyBase 应实现 IParryable");
((IParryable)enemy).ReceiveParry(0.5f);
Assert.AreEqual(EnemyStateType.Stagger, enemy.CurrentState,
"被弹反应强制进入 Stagger——期间 IsControllable 为假,AI 决策自动让位");
}
}
}
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using NUnit.Framework;
using UnityEngine;
using BaseGames.Core.Pool;
namespace BaseGames.Tests.EditMode.Core
{
/// <summary>
/// 对象池必须真正通知 <see cref="IPoolable"/>。
///
/// IPoolable 的接口文档写着「由 PooledObject 子类或同 GameObject 上的其他 MonoBehaviour 实现,
/// 并在 PooledObject.OnSpawn/OnDespawn 中手动驱动」,但 PooledObject.OnSpawn/OnDespawn 是空的
/// public virtual、全库无任何子类,GlobalObjectPool 也从不查找 IPoolable 组件——
/// 于是这份契约从未生效。
///
/// 具体后果:EnemyBase(全库唯一的 IPoolable 实现者)死亡时 PerformDeath 会 ForceState(Dead)
/// 并禁用全部碰撞体,然后归池;除 EnemyRespawner 手动补调 OnSpawn 外,其余取用方
/// EnemySpawnerOnEvent / ChaoFengBoss 召唤 / RangedEnemy)拿到的复用敌人仍停在 Dead 态、
/// 碰撞体全关——一个不可交互也不会动的幽灵。
/// </summary>
public class PooledObjectForwardingTests
{
/// <summary>记录通知次数与「被通知时对象是否还活跃」的探针。</summary>
private sealed class SpyPoolable : MonoBehaviour, IPoolable
{
public int SpawnCalls;
public int DespawnCalls;
public bool WasActiveOnDespawn;
public void OnSpawn() => SpawnCalls++;
public void OnDespawn()
{
DespawnCalls++;
WasActiveOnDespawn = gameObject.activeSelf;
}
}
private GameObject _host;
[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,否则失败一次就往编辑器场景里漏一个对象。
if (_host != null) Object.DestroyImmediate(_host);
_host = null;
}
/// <summary>
/// 按生产路径建对象:两条创建路径(预热 EnqueueNew 与按需 Instantiate
/// 都在首次 Spawn 前调 Setup,所以 Setup 是可靠的解析时机。
/// </summary>
private (PooledObject po, SpyPoolable spy) MakePooled()
{
_host = new GameObject("pooled");
var po = _host.AddComponent<PooledObject>();
var spy = _host.AddComponent<SpyPoolable>();
po.Setup("TEST_Key", null);
return (po, spy);
}
[Test]
public void OnSpawn_NotifiesPoolableOnSameGameObject()
{
var (po, spy) = MakePooled();
po.OnSpawn();
Assert.AreEqual(1, spy.SpawnCalls,
"池取出对象时必须通知 IPoolable,否则复用的敌人带着上一条命的死亡状态出场");
}
[Test]
public void OnDespawn_NotifiesPoolableOnSameGameObject()
{
var (po, spy) = MakePooled();
po.OnDespawn();
Assert.AreEqual(1, spy.DespawnCalls,
"归池时必须通知 IPoolable,否则 EnemyBase.OnDespawn 里的清理(_nav.Stop)永远不执行");
}
[Test]
public void Notification_IsScopedToOwnGameObject_NotChildren()
{
// IPoolable 的接口文档限定为「同 GameObject 上的其他 MonoBehaviour」。
// 不向下扫子物体:嵌套的可池化对象会因此被两个 PooledObject 各通知一次。
var (po, _) = MakePooled();
var childGo = new GameObject("child");
childGo.transform.SetParent(_host.transform);
var childSpy = childGo.AddComponent<SpyPoolable>();
po.OnSpawn();
po.OnDespawn();
Assert.AreEqual(0, childSpy.SpawnCalls, "子物体上的 IPoolable 不在本组件职责内");
Assert.AreEqual(0, childSpy.DespawnCalls, "子物体上的 IPoolable 不在本组件职责内");
}
[Test]
public void Despawn_NotifiesBeforeDeactivating()
{
// 清理要在对象还活跃时跑(可用协程、可读组件状态),
// 且 PooledObject.ForceReturnToPool 本来就是「先 OnDespawn 再 SetActive(false)」。
// GlobalObjectPool.Despawn 顺序相反,两条归池路径给出的契约必须一致。
var (po, spy) = MakePooled();
var pool = new GameObject("pool").AddComponent<GlobalObjectPool>();
pool.Despawn("TEST_Key", po);
Assert.AreEqual(1, spy.DespawnCalls);
Assert.IsTrue(spy.WasActiveOnDespawn,
"OnDespawn 必须在 SetActive(false) 之前调用,否则清理跑在一个已停用的对象上");
Assert.IsFalse(po.gameObject.activeSelf, "通知之后仍然要停用对象");
Object.DestroyImmediate(pool.gameObject);
}
}
}
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+8
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b6d8451861294544a83ef2430a0932fe
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,146 @@
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");
}
}
}
@@ -0,0 +1,11 @@
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guid: 4d191f982c5f0394192ac0f2a7d1172a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -12,6 +12,20 @@ namespace BaseGames.Combat
void TakeDamage(DamageInfo info);
}
/// <summary>
/// 攻击被弹反时的反制承受方(攻击发起者实现,如 EnemyBase)。
///
/// 存在的理由是程序集方向:Combat 不能反向依赖 Enemies,而弹反成功的判定点
/// <see cref="HurtBox.ReceiveDamage"/>)是唯一同时握有弹反结果与
/// <see cref="DamageInfo"/> 的地方,所以攻击者只能以接口形态经 DamageInfo 传进来。
/// 与 <see cref="IDamageable"/> 同款做法。
/// </summary>
public interface IParryable
{
/// <summary>本方发起的攻击被弹反:进入硬直 <paramref name="staggerDuration"/> 秒。</summary>
void ReceiveParry(float staggerDuration);
}
/// <summary>
/// 可持有霸体的实体接口。HurtBox 在 ReceiveDamage 中做等级比较。
/// </summary>
+13 -1
View File
@@ -46,6 +46,13 @@ namespace BaseGames.Combat
/// [NonSerialized]MonoBehaviour 引用不参与 Unity 资产序列化。
/// </summary>
[System.NonSerialized] public Projectile SourceProjectile;
/// <summary>
/// 发起这次攻击的一方(近战由 HitBox 在 Activate 时按宿主解析;无实现者时为 null)。
/// 用于弹反成功时调用 ReceiveParry 让攻击者硬直——与 <see cref="SourceProjectile"/> 同构:
/// 都是"攻击从哪来"的引用,供弹反分支反向作用于来源。
/// [NonSerialized]MonoBehaviour 引用不参与 Unity 资产序列化。
/// </summary>
[System.NonSerialized] public IParryable Attacker;
// ── Builder ──────────────────────────────────────────────────────────
/// <summary>
@@ -68,6 +75,7 @@ namespace BaseGames.Combat
private Vector2 _sourcePosition;
private int _sourceLayer;
private Projectile _sourceProjectile;
private IParryable _attacker;
public Builder() { }
@@ -86,6 +94,7 @@ namespace BaseGames.Combat
public Builder SetSourcePos(Vector2 v) { _sourcePosition = v; return this; }
public Builder SetLayer(int v) { _sourceLayer = v; return this; }
public Builder SetProjectile(Projectile v) { _sourceProjectile = v; return this; }
public Builder SetAttacker(IParryable v) { _attacker = v; return this; }
public DamageInfo Build() => new DamageInfo
{
@@ -105,6 +114,7 @@ namespace BaseGames.Combat
SourcePosition = _sourcePosition,
SourceLayer = _sourceLayer,
SourceProjectile = _sourceProjectile,
Attacker = _attacker,
};
}
@@ -118,7 +128,8 @@ namespace BaseGames.Combat
Vector2 knockbackDir = default,
Vector2 sourcePos = default,
int sourceLayer = 0,
Projectile sourceProjectile = null)
Projectile sourceProjectile = null,
IParryable attacker = null)
{
int baseAmt = Mathf.RoundToInt(so.BaseDamage * so.DamageMultiplier);
return new DamageInfo
@@ -139,6 +150,7 @@ namespace BaseGames.Combat
SourcePosition = sourcePos,
SourceLayer = sourceLayer,
SourceProjectile = sourceProjectile,
Attacker = attacker,
};
}
}
+9 -1
View File
@@ -93,6 +93,10 @@ namespace BaseGames.Combat
// 宿主投射物缓存(Activate 时填入,DamageInfo.SourceProjectile 写入用)
private Projectile _ownerProjectile;
// 宿主的弹反反制承受方(Activate 时填入,DamageInfo.Attacker 写入用)。
// 弹反成功时由 HurtBox 反向调用它的 ReceiveParry。
private IParryable _ownerParryable;
/// <summary>
/// 激活 HitBox。source/attacker 均可选,未传则使用 Inspector 默认值。
/// ⚠️ 不存在 Activate(float duration) 重载。
@@ -106,6 +110,9 @@ namespace BaseGames.Combat
_attackerTransform = attacker ?? transform;
_isActive = true;
_ownerRigidbody = _attackerTransform.GetComponentInParent<Rigidbody2D>();
// 攻击者的弹反反制承受方;与 _ownerRigidbody 同源解析,供 DamageInfo.Attacker 写入。
// 放 Activate 而非 Awakeattacker 可由调用方传入,宿主要到这时才确定。
_ownerParryable = _attackerTransform.GetComponentInParent<IParryable>();
foreach (var col in _directColliders) col.enabled = true;
foreach (var proxy in _proxies) proxy.SetEnabled(true);
// 每次激活清空当前激活期已命中目标集合(防止连击连段导致同一阶段多次命中目标)
@@ -265,7 +272,8 @@ namespace BaseGames.Combat
knockDir,
_attackerTransform.position,
_attackerTransform.gameObject.layer,
_ownerProjectile);
_ownerProjectile,
_ownerParryable);
info.HitActivationId = _currentActivationId;
// hitPoint:优先使用触发命中的碰撞体中心在目标表面的最近点;
+3
View File
@@ -103,6 +103,9 @@ namespace BaseGames.Combat
// 若攻击来源是投射物,按弹反者阵营反射:
// 玩家弹反翻转阵营 Layer 与伤害目标层;敌人弹反仅反转方向
info.SourceProjectile?.ReflectBy(transform);
// 近战来源:让发起这次攻击的一方硬直。时长取弹反配置里的权威值,
// 不在此另立常量。攻击者为空(陷阱 / 环境伤害等旁路)时自然跳过。
info.Attacker?.ReceiveParry(_parrySystem.StaggerDuration);
return;
}
}
@@ -154,8 +154,10 @@ namespace BaseGames.Core.Pool
aliveRef.Remove(po.AliveNode);
po.AliveNode = null;
}
po.gameObject.SetActive(false);
// 先通知再停用:清理要跑在还活跃的对象上(可用协程、可读组件状态)。
// 与 PooledObject.ForceReturnToPool 的顺序一致——两条归池路径必须给出同一份契约。
po.OnDespawn();
po.gameObject.SetActive(false);
int maxCount = _maxCounts.GetValueOrDefault(key, 0);
int queueSize = _pools.TryGetValue(key, out var queue) ? queue.Count : 0;
+29 -4
View File
@@ -24,14 +24,37 @@ namespace BaseGames.Core.Pool
// 组件缓存(避免反复 GetComponent
private readonly Dictionary<Type, Component> _componentCache = new();
// 本物体上的 IPoolable 实现者。首次使用时解析一次并缓存——池化本就是为省开销,
// 不能每次 Spawn/Despawn 都遍历一遍组件。惰性解析而非依赖 Setup:
// 结果与解析时机无关,也就不存在"忘了调 Setup 就静默不通知"的失败模式。
private IPoolable[] _poolables;
private IPoolable[] Poolables => _poolables ??= GetComponents<IPoolable>();
public void Setup(string key, GlobalObjectPool pool)
{
AddressKey = key;
_pool = pool;
}
public virtual void OnSpawn() { }
public virtual void OnDespawn(){ }
/// <summary>
/// 由池在取出对象后调用,转发给本物体上的所有 <see cref="IPoolable"/>。
/// 子类覆盖时必须调 base,否则 IPoolable 实现者收不到通知。
/// </summary>
public virtual void OnSpawn()
{
var ps = Poolables;
for (int i = 0; i < ps.Length; i++) ps[i].OnSpawn();
}
/// <summary>
/// 由池在归还对象时调用(对象仍处于活跃状态),转发给本物体上的所有 <see cref="IPoolable"/>。
/// 子类覆盖时必须调 base。
/// </summary>
public virtual void OnDespawn()
{
var ps = Poolables;
for (int i = 0; i < ps.Length; i++) ps[i].OnDespawn();
}
// ── 归还 API ──────────────────────────────────────────────────────
/// <summary>立即归还到对象池。</summary>
@@ -67,8 +90,10 @@ namespace BaseGames.Core.Pool
/// <summary>
/// 可选接口:若池化对象需要在 Spawn/Despawn 时执行额外逻辑,
/// 由 PooledObject 子类或同 GameObject 上的其他 MonoBehaviour 实现
/// 并在 PooledObject.OnSpawn/OnDespawn 中手动驱动。
/// 由 PooledObject 子类或**同 GameObject 上**的其他 MonoBehaviour 实现
/// <see cref="PooledObject.OnSpawn"/> / <see cref="PooledObject.OnDespawn"/> 会自动转发,
/// 调用方无需手动驱动。
/// 只扫本物体、不向下扫子物体:嵌套的可池化对象会因此被两个 PooledObject 各通知一次。
/// </summary>
public interface IPoolable
{
@@ -0,0 +1,266 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Editor.Modules
{
/// <summary>
/// DataHub 敌人能力模块 —— 全部 <see cref="EnemyAbilitySO"/> 的对比表格。
///
/// 本模块刻意不做成「列表 + 详情」的标准形态:能力资产按敌人分散在
/// Data/Enemies/{敌人}/Abilities/ 下,逐个点开看不出问题;真正需要的是横向对比
/// —— 同一敌人的招之间射程/权重/冷却是否成比例、有没有 Attack 类却射程为 0 的死招。
/// 所以表格本身就是导航:点行即选中资产,Inspector 出现在表格下方。
///
/// 新建不在此模块内做:能力有类型化子类(EnemyAbilitySO 的各子类),且必须落到
/// 对应敌人的目录,这两件事由角色向导保证(CLAUDE.md 第 2 条:不裸建)。
/// </summary>
public class EnemyAbilityModule : IDataModule, IDataModuleOrdered
{
public string ModuleId => "enemyability";
public string DisplayName => "敌人能力";
public string IconName => null;
public int DisplayOrder => 35; // 紧随「敌人」(30)
private readonly List<AbilityOverviewRow> _rows = new List<AbilityOverviewRow>();
private AbilityOverviewColumn _sortColumn = AbilityOverviewColumn.Owner;
private bool _sortAscending = true;
private bool _onlyIssues;
private bool _onlyAttack;
private EnemyAbilitySO _selected;
private Label _summaryLabel;
private VisualElement _tableHost; // 表格容器:过滤/排序变化时只重建它
private Action<UnityEngine.Object> _onSelected;
// ── IDataModule ──────────────────────────────────────────────────
public void Initialize() => Reload();
public void OnActivated()
{
Reload();
RebuildTable();
UpdateSummary();
}
public void BuildListPane(VisualElement container, Action<UnityEngine.Object> onSelected)
{
_onSelected = onSelected;
_summaryLabel = new Label();
_summaryLabel.style.fontSize = 10;
_summaryLabel.style.opacity = 0.7f;
_summaryLabel.style.paddingLeft = 10;
_summaryLabel.style.paddingTop = 8;
_summaryLabel.style.whiteSpace = WhiteSpace.Normal;
container.Add(_summaryLabel);
UpdateSummary();
var hint = new Label("能力资产按敌人分目录存放,本页把它们并到一张表里横向对比。\n点表格中的行即可选中并编辑该资产。");
hint.style.fontSize = 10;
hint.style.opacity = 0.45f;
hint.style.whiteSpace = WhiteSpace.Normal;
hint.style.paddingLeft = 10;
hint.style.paddingRight = 8;
hint.style.paddingTop = 6;
container.Add(hint);
var refreshBtn = new Button(() => { Reload(); RebuildTable(); UpdateSummary(); }) { text = "刷新" };
refreshBtn.style.marginTop = 10;
refreshBtn.style.marginLeft = 8;
refreshBtn.style.marginRight = 8;
container.Add(refreshBtn);
// 新建走向导:能力有类型化子类且必须落到对应敌人目录,裸建两者都保证不了
var wizardBtn = new Button(OpenCharacterWizard) { text = "用角色向导新建…" };
wizardBtn.style.marginTop = 4;
wizardBtn.style.marginLeft = 8;
wizardBtn.style.marginRight = 8;
container.Add(wizardBtn);
}
public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
{
_selected = selected as EnemyAbilitySO;
// 过滤
var filterRow = new VisualElement();
filterRow.style.flexDirection = FlexDirection.Row;
filterRow.style.flexWrap = Wrap.Wrap;
filterRow.style.paddingLeft = 6;
filterRow.style.paddingTop = 6;
filterRow.style.paddingBottom = 4;
filterRow.Add(DataHubEditorKit.MakeFilterChip("仅有问题",
v => { _onlyIssues = v; RebuildTable(); UpdateSummary(); }));
filterRow.Add(DataHubEditorKit.MakeFilterChip("仅 Attack 类",
v => { _onlyAttack = v; RebuildTable(); UpdateSummary(); }));
container.Add(filterRow);
_tableHost = new VisualElement();
container.Add(_tableHost);
RebuildTable();
if (_selected == null) return;
container.Add(SkillModule.MakeDivider());
container.Add(new InspectorElement(_selected));
}
// ── 表格 ─────────────────────────────────────────────────────────
private void Reload()
{
_rows.Clear();
foreach (var so in AssetOperations.FindAll<EnemyAbilitySO>())
_rows.Add(EnemyAbilityOverview.BuildRow(so, AssetDatabase.GetAssetPath(so)));
}
private IEnumerable<AbilityOverviewRow> VisibleRows()
{
var rows = _rows.AsEnumerable();
if (_onlyIssues) rows = rows.Where(r => r.HasIssue);
if (_onlyAttack) rows = rows.Where(r => r.Category == AbilityCategory.Attack);
return EnemyAbilityOverview.Sort(rows.ToList(), _sortColumn, _sortAscending);
}
private void RebuildTable()
{
if (_tableHost == null) return;
_tableHost.Clear();
_tableHost.Add(BuildHeaderRow());
foreach (var row in VisibleRows())
_tableHost.Add(BuildDataRow(row));
}
// 列宽(px);归属与 id 用弹性宽度,数值列固定以便纵向对齐比较
private const int WIssue = 18, WOwner = 90, WId = 150, WCat = 70,
WNum = 58, WExcl = 90;
private VisualElement BuildHeaderRow()
{
var header = new VisualElement();
header.style.flexDirection = FlexDirection.Row;
header.style.alignItems = Align.Center;
header.style.paddingLeft = 8;
header.style.paddingRight = 8;
header.style.paddingBottom = 3;
header.style.borderBottomWidth = 1;
header.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.35f));
header.Add(FixedLabel("", WIssue, bold: true));
header.Add(SortButton("归属", AbilityOverviewColumn.Owner, WOwner));
header.Add(SortButton("能力 Id", AbilityOverviewColumn.Id, WId));
header.Add(SortButton("类别", AbilityOverviewColumn.Category, WCat));
header.Add(SortButton("射程", AbilityOverviewColumn.Range, WNum));
header.Add(SortButton("权重", AbilityOverviewColumn.Weight, WNum));
header.Add(SortButton("冷却", AbilityOverviewColumn.Cooldown, WNum));
header.Add(SortButton("优先级", AbilityOverviewColumn.Priority, WNum));
header.Add(SortButton("互斥组", AbilityOverviewColumn.Exclusion, WExcl));
return header;
}
private Button SortButton(string text, AbilityOverviewColumn column, int width)
{
string arrow = _sortColumn == column ? (_sortAscending ? " ▲" : " ▼") : "";
var btn = new Button(() =>
{
if (_sortColumn == column) _sortAscending = !_sortAscending;
else { _sortColumn = column; _sortAscending = true; }
RebuildTable();
})
{ text = text + arrow };
btn.style.width = width;
btn.style.flexShrink = 0;
btn.style.fontSize = 10;
btn.style.marginLeft = 0;
btn.style.marginRight = 0;
btn.style.paddingLeft = 2;
btn.style.paddingRight = 2;
btn.style.backgroundColor = StyleKeyword.None;
btn.style.borderTopWidth = btn.style.borderBottomWidth = 0;
btn.style.borderLeftWidth = btn.style.borderRightWidth = 0;
btn.style.unityTextAlign = TextAnchor.MiddleLeft;
return btn;
}
private VisualElement BuildDataRow(AbilityOverviewRow r)
{
bool isSelected = _selected != null && r.Asset == _selected;
var row = new VisualElement();
row.style.flexDirection = FlexDirection.Row;
row.style.alignItems = Align.Center;
row.style.paddingTop = 2;
row.style.paddingBottom = 2;
row.style.paddingLeft = 8;
row.style.paddingRight = 8;
row.style.backgroundColor = isSelected
? new StyleColor(new Color(0.25f, 0.5f, 1f, 0.2f))
: StyleKeyword.None;
var issue = FixedLabel(r.HasIssue ? "⚠" : "", WIssue);
if (r.HasIssue)
{
issue.style.color = new StyleColor(new Color(1f, 0.45f, 0.2f));
issue.tooltip = r.Issue; // 悬停看原因,不占列宽
}
row.Add(issue);
row.Add(FixedLabel(r.Owner, WOwner));
row.Add(FixedLabel(string.IsNullOrEmpty(r.Id) ? "(未命名)" : r.Id, WId));
row.Add(FixedLabel(r.Category.ToString(), WCat));
row.Add(FixedLabel(Num(r.Range), WNum));
row.Add(FixedLabel(Num(r.Weight), WNum));
row.Add(FixedLabel(Num(r.Cooldown), WNum));
row.Add(FixedLabel(r.Priority.ToString(), WNum));
row.Add(FixedLabel(string.IsNullOrEmpty(r.Exclusion) ? "-" : r.Exclusion, WExcl));
row.RegisterCallback<MouseDownEvent>(_ =>
{
_selected = r.Asset;
_onSelected?.Invoke(r.Asset);
});
return row;
}
private static string Num(float v) => v.ToString("0.##");
private static Label FixedLabel(string text, int width, bool bold = false)
{
var lbl = new Label(text);
lbl.style.width = width;
lbl.style.flexShrink = 0;
lbl.style.fontSize = 11;
if (bold) lbl.style.unityFontStyleAndWeight = FontStyle.Bold;
return lbl;
}
private void UpdateSummary()
{
if (_summaryLabel == null) return;
int total = _rows.Count;
int issues = _rows.Count(r => r.HasIssue);
int shown = VisibleRows().Count();
_summaryLabel.text = issues > 0
? $"共 {total} 个能力 · 有问题 {issues} 个 · 当前显示 {shown}"
: $"共 {total} 个能力 · 无问题 · 当前显示 {shown}";
}
private static void OpenCharacterWizard()
{
// 与脚手架保持单一入口:能力的类型化子类与目标目录都由向导保证
var type = typeof(EnemyAbilityModule).Assembly.GetType("BaseGames.Editor.CharacterWizardWindow");
if (type != null) { EditorWindow.GetWindow(type).Show(); return; }
EditorUtility.DisplayDialog("未找到角色向导",
"没有找到 CharacterWizardWindow。请从菜单打开角色向导创建能力资产。", "确定");
}
}
}
@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,132 @@
using System;
using System.Collections.Generic;
using System.Linq;
using BaseGames.Core;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Editor.Modules
{
/// <summary>总览表格的可排序列。</summary>
public enum AbilityOverviewColumn
{
Owner, Id, Category, Range, Weight, Cooldown, Priority, Exclusion
}
/// <summary>
/// 总览表格的一行。只读快照,刷新时整体重建——能力资产改动频率低,
/// 不值得为增量更新引入订阅。
/// </summary>
public readonly struct AbilityOverviewRow
{
public EnemyAbilitySO Asset { get; }
/// <summary>归属敌人(由资产路径推导;不在规范目录下时为 <see cref="EnemyAbilityOverview.UnknownOwner"/>)。</summary>
public string Owner { get; }
public string Id { get; }
public AbilityCategory Category { get; }
public float Range { get; }
public float Weight { get; }
public float Cooldown { get; }
public int Priority { get; }
public string Exclusion { get; }
/// <summary>资产自校验报出的首条问题;无问题为 null。</summary>
public string Issue { get; }
public bool HasIssue => !string.IsNullOrEmpty(Issue);
public AbilityOverviewRow(
EnemyAbilitySO asset, string owner, string id, AbilityCategory category,
float range, float weight, float cooldown, int priority, string exclusion, string issue)
{
Asset = asset; Owner = owner; Id = id; Category = category;
Range = range; Weight = weight; Cooldown = cooldown;
Priority = priority; Exclusion = exclusion; Issue = issue;
}
}
/// <summary>
/// 能力总览表格的取数与排序(纯函数,不碰 UI)。
/// 抽出来的理由:UIElements 构建不可单测,而表格真正会出错的是
/// 「归属怎么推导」「问题从哪来」「排序对不对」这三处——它们都是纯逻辑。
/// </summary>
public static class EnemyAbilityOverview
{
/// <summary>资产不在 Data/Enemies/{敌人}/ 下时的归属占位符。</summary>
public const string UnknownOwner = "—";
private const string EnemiesSegment = "Enemies";
/// <summary>
/// 从资产路径推导归属敌人:取 Enemies 段之后的那一级目录名。
/// 按 AssetFolderSpec,能力资产落在 Data/Enemies/{敌人}/Abilities/ 下。
/// 不符合该布局时返回占位符,而不是猜一个名字——放错目录这件事本身
/// 应该在表里看得见。
/// </summary>
public static string OwnerFromPath(string assetPath)
{
if (string.IsNullOrEmpty(assetPath)) return UnknownOwner;
var parts = assetPath.Split('/');
for (int i = 0; i < parts.Length - 1; i++)
if (parts[i] == EnemiesSegment)
return string.IsNullOrEmpty(parts[i + 1]) ? UnknownOwner : parts[i + 1];
return UnknownOwner;
}
/// <summary>
/// 把一个能力资产摊成一行。问题一列直接取资产自己的 <see cref="IValidatable.Validate"/>
/// 不在这里另写一份判定规则——否则 SO 侧改了规则,表格会继续按旧规则报。
/// </summary>
public static AbilityOverviewRow BuildRow(EnemyAbilitySO asset, string assetPath)
{
string issue = null;
foreach (var r in asset.Validate()) { issue = r.Message; break; }
return new AbilityOverviewRow(
asset,
OwnerFromPath(assetPath),
asset.abilityId,
asset.category,
asset.rangeRadius,
asset.weight,
asset.cooldown,
asset.priority,
asset.exclusionGroup,
issue);
}
/// <summary>
/// 按列排序。次序键固定为 abilityId:同值行的相对位置才不会每次刷新都跳动,
/// 也让「按归属排」自然变成「同一敌人的招挨在一起、组内按 id」。
/// </summary>
public static List<AbilityOverviewRow> Sort(
IReadOnlyList<AbilityOverviewRow> rows, AbilityOverviewColumn column, bool ascending = true)
{
IOrderedEnumerable<AbilityOverviewRow> ordered = column switch
{
AbilityOverviewColumn.Owner => ByText(rows, r => r.Owner, ascending),
AbilityOverviewColumn.Id => ByText(rows, r => r.Id, ascending),
AbilityOverviewColumn.Exclusion => ByText(rows, r => r.Exclusion, ascending),
AbilityOverviewColumn.Category => By(rows, r => (int)r.Category, ascending),
AbilityOverviewColumn.Range => By(rows, r => r.Range, ascending),
AbilityOverviewColumn.Weight => By(rows, r => r.Weight, ascending),
AbilityOverviewColumn.Cooldown => By(rows, r => r.Cooldown, ascending),
AbilityOverviewColumn.Priority => By(rows, r => r.Priority, ascending),
_ => ByText(rows, r => r.Id, ascending),
};
return ordered.ThenBy(r => r.Id, StringComparer.Ordinal).ToList();
}
private static IOrderedEnumerable<AbilityOverviewRow> By<TKey>(
IEnumerable<AbilityOverviewRow> src, Func<AbilityOverviewRow, TKey> key, bool ascending)
=> ascending ? src.OrderBy(key) : src.OrderByDescending(key);
// 文本列固定用序数比较:排序结果不随编辑器区域设置变化
private static IOrderedEnumerable<AbilityOverviewRow> ByText(
IEnumerable<AbilityOverviewRow> src, Func<AbilityOverviewRow, string> key, bool ascending)
=> ascending
? src.OrderBy(key, StringComparer.Ordinal)
: src.OrderByDescending(key, StringComparer.Ordinal);
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9e8a611379a854f4fb285f91fad810a1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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+3 -3
View File
@@ -16,7 +16,7 @@ namespace BaseGames.Enemies
/// ⚠️ _nav 字段类型为 IEnemyNavigator(在 BaseGames.Enemies.Navigation 中实现具体类)。
/// 实现 IPoolable:配合 PooledObject 支持对象池复用,避免频繁 Destroy/Instantiate。
/// </summary>
public class EnemyBase : MonoBehaviour, IDamageable, IPoolable
public class EnemyBase : MonoBehaviour, IDamageable, IPoolable, IParryable
{
[Header("标识")]
[SerializeField] private string _enemyId; // 任务系统 / Boss 进程追踪用,如 "Enemy_SpiderGuard"
@@ -429,8 +429,8 @@ namespace BaseGames.Enemies
/// <summary>
/// 被弹反时调用:强制进入 Stagger 并在 staggerDuration 秒后恢复。
/// Stagger 期间 IsControllable 为 falseAI 决策自动让位——不需要额外的 AI 信号。
/// ⚠️ 目前**零调用者**:弹反管线(HurtBox → ParrySystem.ConsumeParry)拿不到攻击者引用,
/// 接线是一件独立任务(DamageInfo 加 attacker,或弹反成功时回调发起攻击的 HitBox)
/// IParryable 实现:由 HurtBox 在弹反成功时经 DamageInfo.Attacker 调用,
/// 时长取 ParryConfigSO.StaggerDuration
/// </summary>
public virtual void ReceiveParry(float staggerDuration = 0.5f)
{
@@ -127,12 +127,14 @@ namespace BaseGames.Enemies
private void SpawnEnemy()
{
GameObject go = null;
bool fromPool = false;
// 优先:对象池
if (!string.IsNullOrEmpty(_poolKey))
{
var pool = ServiceLocator.GetOrDefault<IObjectPoolService>();
go = pool?.Spawn(_poolKey, transform.position, transform.rotation);
fromPool = go != null;
}
// 兜底:直接实例化
@@ -152,8 +154,10 @@ namespace BaseGames.Enemies
}
_activeEnemy = enemy;
// 确保对象池复用路径也能正确重置运行时状态
_activeEnemy.OnSpawn();
// 池化路径的重置由 PooledObject.OnSpawn 转发 IPoolable 完成,这里不能再调一次:
// OnSpawn 末尾会 Spawned?.Invoke(),重复触发即重复执行出生能力。
// 兜底实例化路径没有池,需要在这里补一次。
if (!fromPool) _activeEnemy.OnSpawn();
_activeEnemy.OnDied += OnEnemyDied;
}
@@ -55,6 +55,9 @@ namespace BaseGames.Parry
/// <summary>启用/禁用弹反输入(玩家能力解锁前设为 false)。</summary>
public bool IsEnabled { get; set; } = true;
/// <summary>被本方弹反的攻击者应硬直多久(秒)。由 HurtBox 在弹反成功时读取。</summary>
public float StaggerDuration => _config.StaggerDuration;
// ── C# 事件 ───────────────────────────────────────────────────────────
/// <summary>