# 敌人碰撞体 Sprite 驱动 + 统一 Box + 全员接触伤害区 Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** 让脚手架 `SceneObjectPlacerTool` 生成的每个敌人(含 Boss)的主体/HurtBox/ContactDamageZone 三者统一为 BoxCollider2D、同尺寸、底部对齐 y=0,尺寸由向导默认 Sprite 的包围盒推导(留空回退硬编码),且每个敌人都有 ContactDamageZone。 **Architecture:** 在 `SceneObjectPlacerTool` 新增两个静态助手(`SpriteSizeOr`、`SetupHurtAndContactBoxes`),把各 `PlaceExxx` 里参差的 Capsule/Circle HurtBox/接触伤害创建统一替换为"主体 Box(size) + 助手建 HurtBox/ContactDamageZone(Box, size, trigger, 底部对齐)";`CharacterWizardWindow` 加一个可选默认 Sprite 字段并透传。只改这两个编辑器脚本,不动任何 prefab。 **Tech Stack:** Unity 2022.3 (C# 9)、UnityEditor、UI Toolkit(向导)、Unity MCP(端口 7890)做编译门与放置验证。 **设计文档:** `Docs/superpowers/specs/2026-07-10-enemy-sprite-driven-box-colliders-design.md` **全局约定:** - **编译门**:`unity_execute_code`(port 7890) 跑 `AssetDatabase.Refresh(); CompilationPipeline.RequestScriptCompilation(); return "ok";` → Bash `sleep 9` → `unity_get_compilation_errors` severity=error 期望 count=0。桥接超时则 `unity_editor_ping` 等恢复再重试;长会话保持 Unity 窗口前台(失焦会卡死队列)。 - 每个 Task 结束提交一次(中文 + 类型前缀)。分支已在 `fix/e001-chase-facing-and-cd-patrol`(或按需另开)。 - **不修改任何 prefab**(用户后续手动重生成替换)。 - **放置验证**:`PlaceExxx` 会在活动场景创建一个敌人 GameObject。验证时先确认活动场景是 TestRoomA(或任意可写场景),放置后读该对象的碰撞体,验证完 `DestroyImmediate` 清理,避免污染场景。 --- ## 关键事实(实现前必读,均已核实) - `EnemyBodyColliderType { Box, Capsule, Circle }`(SceneObjectPlacerTool.cs:44);`CreateBodyCollider(GameObject, EnemyBodyColliderType, Vector2 size)` 建主体碰撞体并 `AlignColliderBottomToPivot`。 - `AlignColliderBottomToPivot(Collider2D)`:Box/Capsule 设 `offset.y = size.y*0.5`,Circle 设 `offset.y = radius` —— 底部对齐 y=0。 - `EnsureCollidersAreTriggers(GameObject)` 已存在:把节点全部 Collider2D 设 `isTrigger=true`。 - `GetOrCreateChild(Transform, string)`、`GetOrAddComponent(GameObject)`、`SetLayer(GameObject, string, List)`、`AssignReference(Object, string, Object, List)`、`FindFirstAsset(params string[])` 均已存在。 - `SetupSpriteRenderer(GameObject) → SpriteRenderer`:若 sr.sprite 为空则填一个默认 Square;返回 sr。 - 各敌人现有 fallback 主体尺寸(Vector2):E001=0.6×0.8、E002=0.5×0.7、E003=0.5×0.6、E004=0.8×1.2、E005=0.9×1.0、E006=0.7×1.0、ChaoFeng=1.2×2.0、PlaceEnemy(通用)=0.7×0.9、PlaceBossEnemy(通用)=1.5×2.5。 - E001 接触伤害现有接线:`BodyContactDamage.enabled=false`(伪装期不伤,追击能力开);`ContactChaseAbility._contactDamage` 绑该 BodyContactDamage;ContactDamageZone 的 `HitBox._defaultSource` 绑 `FindFirstAsset("CMB_DS_EnemyBody","DS_EnemyBody")`。 - 命名空间:`BaseGames.Combat`(HurtBox/HitBox)、`BaseGames.Enemies`(BodyContactDamage)。SceneObjectPlacerTool 顶部已 `using` 这些。 --- ## Task 1: 新增两个助手 `SpriteSizeOr` / `SetupHurtAndContactBoxes` **Files:** - Modify: `Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs`(紧邻现有 `EnsureCollidersAreTriggers` 助手之后) - [ ] **Step 1: 加两个助手** 在 `EnsureCollidersAreTriggers` 方法之后插入: ```csharp /// Sprite 有则用其世界包围盒尺寸(sprite.bounds.size),否则回退。 private static Vector2 SpriteSizeOr(Sprite s, Vector2 fallback) => s != null ? (Vector2)s.bounds.size : fallback; /// /// 建/更新 HurtBox 与 ContactDamageZone 两个子节点:均为 BoxCollider2D、同尺寸 size、 /// 底部对齐 y=0、isTrigger=true。ContactDamageZone 带 HitBox + BodyContactDamage。 /// contactEnabled:BodyContactDamage 初始启用状态(不需要接触伤害的敌人可传 false 或后续置节点非激活)。 /// 返回 (hurtBox, bodyContact, contactHitBox) 供上层按需接线(如伤害源/能力引用)。 /// private static (HurtBox hurt, BodyContactDamage contact, HitBox contactHitBox) SetupHurtAndContactBoxes(GameObject root, Vector2 size, bool contactEnabled, List report) { // HurtBox 子节点 var hurtT = GetOrCreateChild(root.transform, "HurtBox"); SetLayer(hurtT.gameObject, "EnemyHurtBox", report); var hurtCol = GetOrAddComponent(hurtT.gameObject); hurtCol.size = size; hurtCol.isTrigger = true; AlignColliderBottomToPivot(hurtCol); var hurtBox = GetOrAddComponent(hurtT.gameObject); EnsureCollidersAreTriggers(hurtT.gameObject); // ContactDamageZone 子节点 var contactT = GetOrCreateChild(root.transform, "ContactDamageZone"); SetLayer(contactT.gameObject, "EnemyHitBox", report); var contactCol = GetOrAddComponent(contactT.gameObject); contactCol.size = size; contactCol.isTrigger = true; AlignColliderBottomToPivot(contactCol); var contactHitBox = GetOrAddComponent(contactT.gameObject); var bodyContact = GetOrAddComponent(contactT.gameObject); bodyContact.enabled = contactEnabled; EnsureCollidersAreTriggers(contactT.gameObject); return (hurtBox, bodyContact, contactHitBox); } ``` 注意:`HurtBox`/`HitBox` 在 `BaseGames.Combat`,`BodyContactDamage` 在 `BaseGames.Enemies`,文件顶部已 using。`GetOrAddComponent` 若节点已有别的 Collider2D 不会移除——但本任务不改现有 prefab,全新放置的节点只会有这一个 Box,无残留。 - [ ] **Step 2: 编译门** → count=0(此时助手未被调用,只验证语法/引用)。 - [ ] **Step 3: 提交** ```bash git add Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs git commit -m "feat(scaffold): 新增 SpriteSizeOr / SetupHurtAndContactBoxes 助手(Box 统一 HurtBox/接触伤害区)" ``` --- ## Task 2: E001 改用助手 + sprite 参数(参考样板) **Files:** - Modify: `Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs`(`PlaceE001_CaoZhi`) - [ ] **Step 1: 改签名加 sprite 参数** 把重载: ```csharp public static void PlaceE001_CaoZhi() => PlaceE001_CaoZhi(EnemyBodyColliderType.Box); public static void PlaceE001_CaoZhi(EnemyBodyColliderType bodyCollider) ``` 改为: ```csharp public static void PlaceE001_CaoZhi() => PlaceE001_CaoZhi(EnemyBodyColliderType.Box, null); public static void PlaceE001_CaoZhi(EnemyBodyColliderType bodyCollider, Sprite defaultSprite = null) ``` - [ ] **Step 2: 用 sprite 推导 size、赋 SpriteRenderer、走助手** E001 现有片段(约 457-489 行)大致为: ```csharp Collider2D body = CreateBodyCollider(go, bodyCollider, new Vector2(0.6f, 0.8f)); ... SpriteRenderer sr1 = SetupSpriteRenderer(visual.gameObject); ... Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox"); SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report); CapsuleCollider2D hurtCap = GetOrAddComponent(hurtBoxT.gameObject); hurtCap.isTrigger = true; hurtCap.size = new Vector2(0.55f, 0.75f); AlignColliderBottomToPivot(hurtCap); HurtBox hurtBox = GetOrAddComponent(hurtBoxT.gameObject); EnsureCollidersAreTriggers(hurtBoxT.gameObject); Transform contactT = GetOrCreateChild(go.transform, "ContactDamageZone"); SetLayer(contactT.gameObject, "EnemyHitBox", report); CircleCollider2D contactCol = GetOrAddComponent(contactT.gameObject); contactCol.isTrigger = true; contactCol.radius = 0.4f; AlignColliderBottomToPivot(contactCol); HitBox contactHitBox = GetOrAddComponent(contactT.gameObject); BodyContactDamage bodyContact = GetOrAddComponent(contactT.gameObject); bodyContact.enabled = false; EnsureCollidersAreTriggers(contactT.gameObject); ``` 改为(size 用 sprite,主体 Box(size),HurtBox/ContactDamageZone 走助手;E001 接触伤害仍禁用+由能力控制): ```csharp Vector2 size = SpriteSizeOr(defaultSprite, new Vector2(0.6f, 0.8f)); Collider2D body = CreateBodyCollider(go, bodyCollider, size); ... SpriteRenderer sr1 = SetupSpriteRenderer(visual.gameObject); if (defaultSprite != null) sr1.sprite = defaultSprite; ... var (hurtBox, bodyContact, contactHitBox) = SetupHurtAndContactBoxes(go, size, contactEnabled: false, report); // E001 伪装期不伤,追击能力开 ``` 保留后续对 `bodyContact` / `contactHitBox` / `hurtBox` 的接线不变,即: - `AssignReference(enemyBase, "_hurtBox", hurtBox, report)` 若原有(用返回的 hurtBox)。 - `AssignReference(chaseAbility, "_contactDamage", bodyContact, report)` 保留。 - 伤害源:`Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody", "DS_EnemyBody"); if (dmgSrc != null) AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);` 保留。 > 实现前 Read 当前 `PlaceE001_CaoZhi` 全文,把上面被替换段之外的接线原样保留(只换碰撞体创建方式与 size 来源)。`sr1` 变量名沿用现有。 - [ ] **Step 3: 编译门** → count=0。 - [ ] **Step 4: 放置验证(MCP)** `unity_execute_code`(port 7890):反射调用 `PlaceE001_CaoZhi(EnemyBodyColliderType.Box, null)`(无 sprite→回退 0.6×0.8),然后校验并清理: ```csharp var t = System.AppDomain.CurrentDomain.GetAssemblies().SelectMany(a=>{try{return a.GetTypes();}catch{return new System.Type[0];}}).FirstOrDefault(x=>x.Name=="SceneObjectPlacerTool"); var m = t.GetMethod("PlaceE001_CaoZhi", new[]{ t.GetNestedType("EnemyBodyColliderType") ?? typeof(int), typeof(UnityEngine.Sprite) }); // 若上面拿不到,改用带默认参数的 2-参重载: m = t.GetMethods().First(x=>x.Name=="PlaceE001_CaoZhi" && x.GetParameters().Length==2); var enumType = m.GetParameters()[0].ParameterType; m.Invoke(null, new object[]{ System.Enum.ToObject(enumType, 0), null }); var go = UnityEngine.GameObject.Find("ENM_CaoZhi"); var sb=new System.Text.StringBuilder(); foreach(var name in new[]{"","HurtBox","ContactDamageZone"}){ var node = name==""? go.transform : go.transform.Find(name); var col = node.GetComponent(); string label = name==""? "BODY" : name; if(col is UnityEngine.BoxCollider2D b) sb.AppendLine(label+": Box size="+b.size.ToString("F2")+" isTrigger="+b.isTrigger+" offset.y="+b.offset.y.ToString("F3")+" (期望 offset.y=size.y/2="+(b.size.y*0.5f).ToString("F3")+")"); else sb.AppendLine(label+": "+(col!=null?col.GetType().Name:"NO COLLIDER")); } sb.AppendLine("ContactDamageZone.BodyContactDamage.enabled="+go.transform.Find("ContactDamageZone").GetComponent().enabled+" (E001 期望 false)"); UnityEngine.Object.DestroyImmediate(go); // 清理 return sb.ToString(); ``` 期望:BODY/HurtBox/ContactDamageZone 都是 Box、size=(0.60,0.80)、HurtBox/Contact isTrigger=True、BODY isTrigger=False、三者 offset.y=size.y/2、ContactDamage.enabled=False。 - [ ] **Step 5: 提交** ```bash git add Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs git commit -m "refactor(scaffold): E001 用统一助手建 Box HurtBox/接触伤害区 + sprite 尺寸参数" ``` --- ## Task 3: E002-E006 改用助手 + sprite 参数 **Files:** - Modify: `Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs`(`PlaceE002_HuangZhi`、`PlaceE003_YouZhi_Enemy`、`PlaceE004_ZhiMu_Enemy`、`PlaceE005_FeiZhi_Enemy`、`PlaceE006_Huan`) 对每个敌人应用**相同变换**(下方 fallback size 逐敌人不同): - [ ] **Step 1: 每个敌人改签名加 sprite 参数** 例(E002): ```csharp public static void PlaceE002_HuangZhi() => PlaceE002_HuangZhi(EnemyBodyColliderType.Box, null); public static void PlaceE002_HuangZhi(EnemyBodyColliderType bodyCollider, Sprite defaultSprite = null) ``` E003/E004/E005/E006 同理(保持各自方法名)。 - [ ] **Step 2: 每个敌人替换碰撞体创建** 对每个 `PlaceExxx`,Read 其当前实现,然后: 1. 主体:`Vector2 size = SpriteSizeOr(defaultSprite, );` 再 `CreateBodyCollider(go, bodyCollider, size);`(替换原 `new Vector2(...)` 硬编码)。 2. SpriteRenderer:找到该敌人的 `SetupSpriteRenderer(...)` 调用(变量如 sr/sr3/sr5),其后加 `if (defaultSprite != null) .sprite = defaultSprite;`。 3. HurtBox + ContactDamageZone:删除该敌人现有的 HurtBox(Capsule) 与(若有)hit/ContactDamageZone(Circle) 创建代码,改为: `var (hurtBox, bodyContact, contactHitBox) = SetupHurtAndContactBoxes(go, size, contactEnabled: true, report);` (E002/E004/E005 原本**没有** ContactDamageZone——现在统一补上,contactEnabled=true。) 4. 保留该敌人原有对 `hurtBox` 的接线(如 `AssignReference(enemyBase, "_hurtBox", hurtBox, report)`;用返回的 hurtBox 替换原局部变量名)。若该敌人的某个攻击能力原本引用了旧 HurtBox 变量,改用返回的 `hurtBox`。 5. 伤害源接线(统一加,若该敌人原本没有):`Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody", "DS_EnemyBody"); if (dmgSrc != null) AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);` **逐敌人 fallback size:** - E002 `PlaceE002_HuangZhi`:`new Vector2(0.5f, 0.7f)` - E003 `PlaceE003_YouZhi_Enemy`:`new Vector2(0.5f, 0.6f)` - E004 `PlaceE004_ZhiMu_Enemy`:`new Vector2(0.8f, 1.2f)` - E005 `PlaceE005_FeiZhi_Enemy`:`new Vector2(0.9f, 1.0f)` - E006 `PlaceE006_Huan`:`new Vector2(0.7f, 1.0f)` > 注意:某些敌人(如 E002)的攻击能力有独立的 `_attackHitBox` / `_hurtBox` 引用——这些是**能力自己的 HitBox**,与本任务的 HurtBox/ContactDamageZone 无关,勿动;只替换"主体受击 HurtBox"与"接触伤害 ContactDamageZone"两处。实现前务必 Read 每个 PlaceExxx 全文分清。 - [ ] **Step 3: 编译门** → count=0。 - [ ] **Step 4: 放置验证(MCP)** 对 E002-E006 各放置一次并校验(同 Task 2 的验证代码,替换方法名与期望 GameObject 名 ENM_HuangZhi/ENM_YouZhi/ENM_ZhiMu/ENM_FeiZhi/ENM_Huan,期望 size=各 fallback、三者 Box+底部对齐、HurtBox/Contact isTrigger=True、ContactDamage.enabled=True)。每次验证后 `DestroyImmediate` 清理。 - [ ] **Step 5: 提交** ```bash git add Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs git commit -m "refactor(scaffold): E002-E006 统一 Box HurtBox/接触伤害区 + sprite 尺寸(补全缺失的接触伤害区)" ``` --- ## Task 4: ChaoFeng(Boss) + 通用 PlaceEnemy/PlaceBossEnemy 改用助手 + sprite **Files:** - Modify: `Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs`(`PlaceChaoFeng`、`PlaceEnemy`、`PlaceBossEnemy`) - [ ] **Step 1: PlaceChaoFeng 加 sprite 参数 + 助手** ```csharp public static void PlaceChaoFeng() => PlaceChaoFeng(EnemyBodyColliderType.Box, null); public static void PlaceChaoFeng(EnemyBodyColliderType bodyCollider, Sprite defaultSprite = null) ``` 体内:`Vector2 size = SpriteSizeOr(defaultSprite, new Vector2(1.2f, 2.0f));` → `CreateBodyCollider(go, bodyCollider, size);`;SpriteRenderer 后加 sprite 赋值;HurtBox 段(Capsule)替换为 `var (hurtBox, bodyContact, contactHitBox) = SetupHurtAndContactBoxes(go, size, contactEnabled: true, report);`(Boss 原**无** ContactDamageZone,现补上,默认启用,策划按需置非激活);保留 Boss 原有 hurtBox 接线;加伤害源接线(同上)。 - [ ] **Step 2: 通用 PlaceEnemy / PlaceBossEnemy 同样处理** `PlaceEnemy(EnemyBodyColliderType, Sprite defaultSprite=null)` fallback `new Vector2(0.7f, 0.9f)`;`PlaceBossEnemy(...)` fallback `new Vector2(1.5f, 2.5f)`。各自:size 用 sprite、CreateBodyCollider(size)、sprite 赋 Sr、`SetupHurtAndContactBoxes(go, size, contactEnabled: true, report)`(若原本没有 HurtBox/ContactDamageZone 则新增;有则替换)。加无参重载 `=> PlaceXxx(EnemyBodyColliderType.Box, null)` 若需要。 - [ ] **Step 3: 编译门** → count=0。 - [ ] **Step 4: 放置验证(MCP)**:放置 ChaoFeng(ENM_ChaoFeng),校验三者 Box、size=(1.20,2.00)、HurtBox/Contact isTrigger=True、底部对齐、ContactDamageZone 存在。`DestroyImmediate` 清理。 - [ ] **Step 5: 提交** ```bash git add Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs git commit -m "refactor(scaffold): ChaoFeng + 通用 Place 统一 Box HurtBox/接触伤害区 + sprite 尺寸" ``` --- ## Task 5: 向导 CharacterWizardWindow 加默认 Sprite 字段并透传 **Files:** - Modify: `Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs` - [ ] **Step 1: 加字段** 在字段区(约 `_enemyBodyCollider` 声明附近)加: ```csharp private Sprite _defaultSprite; // 敌人/Boss 默认外观 Sprite:碰撞体尺寸依据(可留空) ``` - [ ] **Step 2: 小怪 Tab 加 ObjectField** 在 `RefreshEnemyTabContent` 里的 `colliderField`(EnumField "主体碰撞器类型")之后加: ```csharp var spriteField = new UnityEditor.UIElements.ObjectField("默认外观 Sprite(碰撞体尺寸依据,可留空)") { objectType = typeof(Sprite), allowSceneObjects = false, value = _defaultSprite }; spriteField.RegisterValueChangedCallback(evt => _defaultSprite = evt.newValue as Sprite); container.Add(spriteField); ``` - [ ] **Step 3: 小怪放置调用透传 sprite** `PlaceSpecificEnemy(string id, EnemyBodyColliderType bodyCollider)` 改签名加 `Sprite defaultSprite`: ```csharp private static void PlaceSpecificEnemy(string id, SceneObjectPlacerTool.EnemyBodyColliderType bodyCollider, Sprite defaultSprite) { switch (id) { case "E001": SceneObjectPlacerTool.PlaceE001_CaoZhi(bodyCollider, defaultSprite); break; case "E002": SceneObjectPlacerTool.PlaceE002_HuangZhi(bodyCollider, defaultSprite); break; case "E003": SceneObjectPlacerTool.PlaceE003_YouZhi_Enemy(bodyCollider, defaultSprite); break; case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(bodyCollider, defaultSprite); break; case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(bodyCollider, defaultSprite); break; case "E006": SceneObjectPlacerTool.PlaceE006_Huan(bodyCollider, defaultSprite); break; default: Debug.LogError($"[CharacterWizardWindow] 未注册的敌人 id '{id}'。"); SceneObjectPlacerTool.PlaceEnemy(bodyCollider, defaultSprite); break; } } ``` 并把调用处 `PlaceSpecificEnemy(id, _enemyBodyCollider)` 改为 `PlaceSpecificEnemy(id, _enemyBodyCollider, _defaultSprite)`(`RefreshEnemyTabContent` 里的 `MakeSceneButton(sceneLabel, () => PlaceSpecificEnemy(id, _enemyBodyCollider))`)。 - [ ] **Step 4: Boss Tab 加 ObjectField + 透传** 在 `BuildBossTab` 的 "放置嘲风到场景并绑定 SO" 按钮之前加同款 spriteField(绑 `_defaultSprite`);把该按钮改为 `MakeSceneButton("放置嘲风到场景并绑定 SO", () => SceneObjectPlacerTool.PlaceChaoFeng(SceneObjectPlacerTool.EnemyBodyColliderType.Box, _defaultSprite))`。 - [ ] **Step 5: 编译门** → count=0。 - [ ] **Step 6: 提交** ```bash git add Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs git commit -m "feat(wizard): 敌人/Boss 加默认外观 Sprite 字段并透传给脚手架(碰撞体尺寸依据)" ``` --- ## Task 6: 端到端 Sprite 驱动验证 + 收尾 **Files:** 无(仅 MCP 验证) - [ ] **Step 1: 用一张真实 Sprite 走一次放置**,验证碰撞体尺寸 = sprite 包围盒 `unity_execute_code`(port 7890): ```csharp // 取任意一张 sprite 资产 var spriteGuid = UnityEditor.AssetDatabase.FindAssets("t:Sprite").FirstOrDefault(); var sprite = spriteGuid!=null ? UnityEditor.AssetDatabase.LoadAssetAtPath(UnityEditor.AssetDatabase.GUIDToAssetPath(spriteGuid)) : null; if(sprite==null) return "no sprite asset found"; var t = System.AppDomain.CurrentDomain.GetAssemblies().SelectMany(a=>{try{return a.GetTypes();}catch{return new System.Type[0];}}).FirstOrDefault(x=>x.Name=="SceneObjectPlacerTool"); var m = t.GetMethods().First(x=>x.Name=="PlaceE002_HuangZhi" && x.GetParameters().Length==2); var enumType = m.GetParameters()[0].ParameterType; m.Invoke(null, new object[]{ System.Enum.ToObject(enumType, 0), sprite }); var go = UnityEngine.GameObject.Find("ENM_HuangZhi"); var body = go.GetComponent(); var sb=new System.Text.StringBuilder(); sb.AppendLine("sprite.bounds.size="+((UnityEngine.Vector2)sprite.bounds.size).ToString("F3")); sb.AppendLine("body Box size="+body.size.ToString("F3")+" (期望=sprite.bounds.size)"); sb.AppendLine("HurtBox size="+go.transform.Find("HurtBox").GetComponent().size.ToString("F3")); sb.AppendLine("Contact size="+go.transform.Find("ContactDamageZone").GetComponent().size.ToString("F3")); sb.AppendLine("SpriteRenderer.sprite="+(go.GetComponentInChildren()?.sprite?.name ?? "null")); UnityEngine.Object.DestroyImmediate(go); return sb.ToString(); ``` 期望:body/HurtBox/Contact size 三者一致且 = `sprite.bounds.size`;SpriteRenderer.sprite = 该 sprite 名。 - [ ] **Step 2: 自检**:`BaseGames/Tools/Maintenance/Physics2D Layer Matrix/Check` 期望无新增不符(层未变)。 - [ ] **Step 3: grep 确认无残留 Capsule/Circle HurtBox/接触伤害创建** ``` rg -n "CapsuleCollider2D hurt|CircleCollider2D contact|CircleCollider2D hit" Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs ``` 期望:0 命中(HurtBox/接触伤害区的 Capsule/Circle 创建都已换成助手;主体的 CreateBodyCollider 里 Capsule/Circle 分支保留属正常)。 - [ ] **Step 4: 更新记忆** `editor_scaffold_tools.md` / `scaffold_tools_required.md`:记录敌人碰撞体现由 sprite 驱动、三者统一 Box+底部对齐、全员有 ContactDamageZone。 --- ## Self-Review(作者已核对) - **Spec 覆盖**:§A 向导 sprite 字段→Task 5;§B 助手→Task 1、各敌人改造→Task 2/3/4(含补全 4 个缺失 ContactDamageZone、E001 contactEnabled=false 特例、伤害源接线);§C 不动 prefab→全程无 prefab 操作;§D 验证→各 Task Step 4 + Task 6。主体默认 Box→CreateBodyCollider 默认分支;底部对齐→助手内 AlignColliderBottomToPivot。 - **占位符**:无 TBD;助手给完整代码;per-enemy 改造给"读现有→套模式+具体 fallback size+接线说明",因每个 PlaceExxx 的能力接线各异,显式要求实现前 Read 全文(属机械变换)。 - **类型一致**:`SpriteSizeOr(Sprite,Vector2)→Vector2`、`SetupHurtAndContactBoxes(GameObject,Vector2,bool,List)→(HurtBox,BodyContactDamage,HitBox)` 全程一致;`EnemyBodyColliderType` 参数名/默认值一致;`PlaceExxx(bodyCollider, defaultSprite=null)` 签名贯穿 Task 2-5。 - **已知风险**:各 PlaceExxx 内的攻击能力自带 HitBox(如 E002 `_attackHitBox`)与本任务的主体 HurtBox/ContactDamageZone 不同,Task 3 已显式提示勿混淆——实现前必须 Read 每个方法全文。