执行须知第 4 条:EditMode 下 AddComponent 不调用 Awake(Task 4 实测证实)。 后果是 EnemyAbilityBase._enemy 留空使 CanUse 恒假——依赖它的断言在修复前 也会通过,成为永远不会失败的测试。做法是给测试子类加 RunAwake() 显式触发, 不要反射直写字段。 Task 5 追加:IAttackCandidate 的 CanUse 注释补上 enabled 这一维。 Task 21 追加:EnemyQuotaManager._maxActiveBehaviorTrees 改名须带 FormerlySerializedAs,否则丢场景配置值。
2916 lines
123 KiB
Markdown
2916 lines
123 KiB
Markdown
# Boss AI 双轨统一 实施计划
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> **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.
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**Goal:** 把 Boss 的决策层与执行层一并归并到小怪轨(BrainGraph + `EnemyAbilitySO`),退役 `BossSkillSO` / `BossSkillExecutor` 整套旧轨及其两条脚手架创建链路,并让嘲风真正能打。
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**Architecture:** 决策归 AI 图(每 Boss 一个 `AiScript` 定制类),编排归动画时间轴(clip + 归一化时机 + 动画事件),"能不能用"归招式自己(`CanUse` + 组件启用),"选哪个"归 `EnemyAttackSelector`,演出归旁挂组件。Boss 专属仅一个 `IBossControl` facet(阶段)+ 几个旁挂 MonoBehaviour。
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**Tech Stack:** Unity 6 / C# 9、Animancer、UI Toolkit(编辑器)、NUnit(EditMode 测试)、自研 `BrainGraph`(`BrainBuilder` / `AiRuntime` / `AiGraph`)
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**Spec:** `Docs_Dev/superpowers/specs/2026-07-30-boss-ai-single-track-design.md`
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---
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## 执行须知
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### 分两阶段,各自独立可提交
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- **阶段一(Task 1–15):只加不删。** 每个 Task 结束时工程编译通过、测试全绿。阶段一末尾嘲风已能用新轨打起来,旧轨仍在但已无人调用。
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- **阶段二(Task 16–21):删旧轨。** 顺序不可乱:先改引用方(`BossBase` / `BossResource` / 两个脚手架),再删被引用的类型;先删资产,再删脚本。
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**任何时刻工程都必须能编译。** 每个 Task 的最后一步都是提交。
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### 怎么跑测试与编译检查
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本项目无命令行测试入口,一律经 Unity Editor:
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- **编译检查**:MCP `mcp__unity__unity_get_compilation_errors`。期望 `0 errors, 0 warnings`。
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- **跑 EditMode 测试**:Unity 菜单 `Window > General > Test Runner` → `EditMode` 页 → 选中目标测试 → `Run Selected`。
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或经 MCP `mcp__unity__unity_execute_menu_item`。
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- **三件自检工具**(阶段末尾跑):
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- `BaseGames/Tools/Validation/Validate All ScriptableObjects`
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- `BaseGames/Addressables/Validate Address Keys`
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- `BaseGames/Tools/Maintenance/Physics2D Layer Matrix/Check`
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⚠️ **MCP 卡死排查**:Unity 编辑器窗口失焦会让 MCP 队列无限期卡住(不是超时)。若某个 MCP 调用长时间无返回,把 Unity 窗口置前即可恢复,不要盲目重试。
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### 两个实测踩过的坑(Task 3 执行时发现)
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**1. `EnemyBase.Abilities` 属性遮蔽 `BaseGames.Enemies.Abilities` 命名空间。**
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`EnemyBase` 有 `public EnemyAbilityRegistry Abilities { get; }`。在**类型位置**
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`new Abilities.EnemyAttackSelector(...)` 能编译(解析为命名空间),但在**成员访问位置**
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`Abilities.EnemyAttackSelector.SomeConst` 编译失败(解析为那个属性)。
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在 `EnemyBase` 内引用该命名空间下的静态成员时必须写全 `BaseGames.Enemies.Abilities.…`。
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Task 16 / 17 都要改 `EnemyBase`,会再遇到。
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**2. `unity_get_compilation_errors` 在程序集编译成功时不报警告。**
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Unity 只对**编译失败**的程序集给出完整诊断集。`ChargeAbility.cs:29-30` 有两个既存
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`CS0414`(`[SerializeField]` 但从未读取),在绿色构建下完全不可见。
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所以"0 errors 0 warnings"是这个上报口径下的结果,不等于真的零警告——
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后续任务若在构建一度失败时看到这两条,那是既存问题,不是自己引入的。
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**3. MCP 测试运行器忽略过滤参数。** `unity_testing_run_tests` 的 `testFilter` / `filter` 无效,
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每次都跑整个 EditMode 套件。这不影响正确性(等于免费拿到全量回归),但别把全量结果误读成过滤结果。
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**4. ⚠️ EditMode 下 `AddComponent` 不触发 `Awake`。**(Task 4 实测证实)
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普通 MonoBehaviour 在编辑模式下 `AddComponent` 后 `Awake` **不会被调用**。
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后果:任何依赖 `Awake` 解析引用的成员在 EditMode 测试里都是未初始化状态。
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具体地,`EnemyAbilityBase._enemy` 会留空,使 `CanUse` **恒为 false**——
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断言"禁用后不可用"会在修复前也通过,是个永远不会失败的测试。
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做法:给测试用的子类加一个 `public void RunAwake() => Awake();` 显式触发,
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**不要**用反射直写字段——前者跑的是真实的 `GetComponentInParent` 解析路径,后者是伪造结果。
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只检查 `enabled` 标志本身(如阶段门的启停断言)则不需要 `Awake`。
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### 项目硬约束
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1. **禁止下游兜底**(CLAUDE.md 第 6 条):不要用 `?? 默认值` / `try-catch` / `if(null) return` 掩盖上游漏配。缺配置就 `Debug.LogError` 或抛异常。
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2. **代码里禁止出现其他游戏名**(CLAUDE.md 第 4 条):注释 / `[Tooltip]` / `[Header]` / 命名一律只描述功能。
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3. **已关闭 Domain Reload**:新增的 SO 运行时缓存态必须走 `PlayModeResetHook`;静态态走 `[RuntimeInitializeOnLoadMethod]`。本计划新增的都是 MonoBehaviour 运行时态,靠 `OnSpawn` 重置。
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4. **资产必须经脚手架创建**(第 2 条):不裸 `CreateAsset`。这正是 Task 13–15 存在的原因。
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---
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## 文件结构
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### 新建
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| 文件 | 责任 |
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|---|---|
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| `Assets/_Game/Scripts/AI/IBossControl.cs` | Boss 专属决策面(阶段 + 资源满值查询)。放 `BaseGames.AI`,不引用 Enemies |
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| `Assets/_Game/Scripts/Enemies/Boss/BossPhaseAbilityGate.cs` | 阶段=换招池:按阶段启停能力组件 |
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| `Assets/_Game/Scripts/Enemies/Boss/BossArenaAnchors.cs` | 竞技场锚点集合(一组 Transform) |
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| `Assets/_Game/Scripts/Enemies/Boss/BossFightTrigger.cs` | 开战触发:发 `EVT_BossFightStarted` + `AiSignal.Engaged` |
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| `Assets/_Game/Scripts/Enemies/AIBrain/Modules/BossFragments.cs` | Boss 图共享建态片段(阶段过渡 / 逼近选招 / 移动到锚点) |
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| `Assets/_Game/Scripts/Enemies/AIBrain/Ai/ChaoFengAi.cs` | 嘲风的 `AiScript` 定制图 |
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| `Assets/Tests/EditMode/AI/Fakes/FakeBossControl.cs` | 测试用 `IBossControl` 假实现 |
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| `Assets/Tests/EditMode/AI/ChaoFengAiTests.cs` | 嘲风图状态序列断言 |
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| `Assets/Tests/EditMode/Enemies/BossPhaseAbilityGateTests.cs` | 阶段门启停集断言 |
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| `Assets/Tests/EditMode/Enemies/EnemyBrainContextBossFacetTests.cs` | 非 Boss 访问 `Boss` facet 抛异常 |
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| `Assets/Tests/EditMode/Combat/HurtBoxMultiplierTests.cs` | 弱点倍率断言 |
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### 修改
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| 文件 | 改动 |
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|---|---|
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| `Assets/_Game/Scripts/AI/IAiContext.cs` | `+ IBossControl Boss { get; }` |
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| `Assets/_Game/Scripts/AI/AiSignal.cs` | `+ Engaged` |
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| `Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs` | 实现 `Boss`(非 Boss 抛异常) |
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| `Assets/_Game/Scripts/Enemies/Boss/BossBase.cs` | 实现 `IBossControl`;接阶段门;阶段二瘦身约 150 行 |
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| `Assets/_Game/Scripts/Enemies/Boss/BossResource.cs` | `+ IsFull`;阶段二删自动触发 |
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| `Assets/_Game/Scripts/Enemies/Boss/BossResourceConfigSO.cs` | 阶段二删自动触发三字段 |
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| `Assets/_Game/Scripts/Enemies/Boss/ChaoFengBoss.cs` | `StopBehaviorTree()` 调用点改名 |
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| `Assets/_Game/Scripts/Enemies/Abilities/AttackSelectionMode.cs` | `+ WeightedRandomAntiRepeat` |
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| `Assets/_Game/Scripts/Enemies/Abilities/EnemyAttackSelector.cs` | 防重复权重折扣 |
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| `Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs` | `CanUse += enabled`;阶段二删 `TelegraphRoutine` |
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| `Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilitySO.cs` | `+ designNote`;`fileName → ABL_`;阶段二删 telegraph 两字段 |
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| `Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs` | `+ attackAntiRepeatFactor` |
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| `Assets/_Game/Scripts/Enemies/EnemyBase.cs` | 选招器传系数;阶段二改名 `NotifyDecisionStop`、删 `ConsumeParryEvent` |
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| `Assets/_Game/Scripts/Enemies/Behaviors/EnemyDeathSequence.cs` | 调用点改名 |
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| `Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs` | 建态逻辑提 `internal static` |
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| `Assets/_Game/Scripts/Animation/EnemyAnimationEvents.cs` | `+ 4 case`、`+ _hurtBox` / `_feedback` |
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| `Assets/_Game/Scripts/Combat/HurtBox.cs` | `+ _damageMultiplier` |
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| `Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs` | Boss 页改建 `EnemyAbilitySO` |
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| `Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs` | `PlaceChaoFeng` 改挂新轨组件 |
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| `Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs` | `+ Boss` |
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| `Assets/Tests/EditMode/Enemies/EnemyAttackSelectorTests.cs` | `+ 防重复测试` |
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### 删除(阶段二)
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```
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Assets/_Game/Data/Enemies/ChaoFeng/Abilities/ABL_ChaoFeng_{Boomerang,FanCombo,TornadoSmall,TornadoLarge,WindStone}.asset
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Assets/_Game/Scripts/Enemies/Boss/BossSkillSO.cs
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Assets/_Game/Scripts/Enemies/Boss/AttackPatternSO.cs
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Assets/_Game/Scripts/Enemies/Boss/SkillSequenceSO.cs
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Assets/_Game/Scripts/Enemies/Boss/BossSkillExecutor.cs
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Assets/_Game/Scripts/Enemies/Boss/BossSkillTypes.cs
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Assets/_Game/Scripts/Enemies/Boss/WeakPointSystem.cs
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Assets/_Game/Scripts/Enemies/Boss/Patterns/TelegraphSystem.cs
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Assets/_Game/Scripts/Editor/Modules/BossSkillModule.cs
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Assets/_Game/Scripts/Editor/Enemies/BossSkillSequenceWindow.cs
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```
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---
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# 阶段一:加通(只加不删)
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## Task 1: `IBossControl` 接口与 `IAiContext.Boss` 接缝
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**Files:**
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- Create: `Assets/_Game/Scripts/AI/IBossControl.cs`
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- Modify: `Assets/_Game/Scripts/AI/IAiContext.cs`
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- Create: `Assets/Tests/EditMode/AI/Fakes/FakeBossControl.cs`
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- Modify: `Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs`
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- [ ] **Step 1: 建 `IBossControl`**
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`Assets/_Game/Scripts/AI/IBossControl.cs`:
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```csharp
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namespace BaseGames.AI
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{
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/// <summary>
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/// Boss 专属决策面。挂在 <see cref="IAiContext"/> 上供 Boss 图读取阶段状态、发起阶段过渡、
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/// 查询竞技场锚点。只暴露"决策需要知道的",过渡演出与无敌帧由实现方(BossBase)负责。
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/// 非 Boss 敌人访问 <see cref="IAiContext.Boss"/> 会抛异常——这是有意的显式失败。
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/// </summary>
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public interface IBossControl
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{
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/// <summary>当前阶段索引(出生为 0)。</summary>
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int CurrentPhase { get; }
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/// <summary>是否处于阶段过渡(无敌 + 过渡演出)期间。</summary>
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bool IsPhaseTransitioning { get; }
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/// <summary>Boss 资源是否已满(无资源组件时恒为 false)。</summary>
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bool ResourceFull { get; }
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/// <summary>发起阶段过渡:无敌 invincibleDuration 秒后切入 targetPhase。</summary>
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void BeginPhaseTransition(int targetPhase, float invincibleDuration);
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// 竞技场锚点两成员(AnchorAt / DistanceToAnchor)在 Task 10 与
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// BossArenaAnchors 组件一并加入——此刻加会让 Task 2–8 期间 BossBase 编译不过。
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}
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}
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```
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> `using UnityEngine;` 此刻还用不上(`Vector2` 在 Task 10 才引入),先不写,Task 10 再加。
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- [ ] **Step 2: `IAiContext` 加 `Boss`**
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`Assets/_Game/Scripts/AI/IAiContext.cs`,在 `Blackboard Blackboard { get; }` 之后追加:
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```csharp
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/// <summary>
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/// Boss 专属决策面。**非 Boss 敌人访问本属性会抛 InvalidOperationException**——
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/// 小怪图误用 Boss 边必须立刻暴露,不返回空对象把问题盖住。
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/// </summary>
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IBossControl Boss { get; }
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```
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- [ ] **Step 3: 建 `FakeBossControl`**
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`Assets/Tests/EditMode/AI/Fakes/FakeBossControl.cs`:
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```csharp
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using BaseGames.AI;
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namespace BaseGames.Tests.EditMode.AI
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{
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public sealed class FakeBossControl : IBossControl
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{
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public int Phase;
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public bool Transitioning;
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public bool Full;
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// 记录最近一次过渡请求,供断言"图确实发起了过渡"
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public int LastTargetPhase = -1;
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public float LastDuration = -1f;
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public int BeginCallCount;
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// 锚点:测试按下标直给坐标;距离由测试直接设定
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public UnityEngine.Vector2[] Anchors = new UnityEngine.Vector2[0];
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public float DistanceToAnchorValue;
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public int CurrentPhase => Phase;
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public bool IsPhaseTransitioning => Transitioning;
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public bool ResourceFull => Full;
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public void BeginPhaseTransition(int targetPhase, float invincibleDuration)
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{
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LastTargetPhase = targetPhase;
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LastDuration = invincibleDuration;
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BeginCallCount++;
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Transitioning = true; // 由测试手工置回 false 模拟过渡结束
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}
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public UnityEngine.Vector2 AnchorAt(int index) => Anchors[index];
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public float DistanceToAnchor(int index) => DistanceToAnchorValue;
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}
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}
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```
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- [ ] **Step 4: `FakeAiContext` 暴露 `Boss`**
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`Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs`,在 `FakeAiContext` 类里追加字段与属性:
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|
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```csharp
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public FakeBossControl B = new FakeBossControl();
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public IBossControl Boss => B;
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```
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- [ ] **Step 5: 编译检查**
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|
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MCP `mcp__unity__unity_get_compilation_errors`。
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期望:因 `EnemyBrainContext` 未实现 `Boss` 而报 1 个错误
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(`'EnemyBrainContext' does not implement interface member 'IAiContext.Boss'`)——下一个 Task 修。
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- [ ] **Step 6: 暂不提交**
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|
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本 Task 故意留下编译错误,与 Task 2 合并提交。跳过提交,直接进 Task 2。
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|
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---
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## Task 2: `EnemyBrainContext` 实现 `Boss`,`BossBase` 实现 `IBossControl`
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|
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**Files:**
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- Modify: `Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs`
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- Modify: `Assets/_Game/Scripts/Enemies/Boss/BossBase.cs`
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- Modify: `Assets/_Game/Scripts/Enemies/Boss/BossResource.cs`
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- Test: `Assets/Tests/EditMode/Enemies/EnemyBrainContextBossFacetTests.cs`
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- [ ] **Step 1: 写失败测试**
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|
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`Assets/Tests/EditMode/Enemies/EnemyBrainContextBossFacetTests.cs`:
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|
||
```csharp
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using System;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using BaseGames.Enemies;
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|
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namespace BaseGames.Tests.EditMode.Enemies
|
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{
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public class EnemyBrainContextBossFacetTests
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{
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// EnemyBase.Awake 会对缺失的碰撞体/引用报错,这些与本测试无关。
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[SetUp] public void SetUp() => LogAssert.ignoreFailingMessages = true;
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[TearDown] public void TearDown() => LogAssert.ignoreFailingMessages = false;
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|
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static T MakeEnemy<T>(string name) where T : EnemyBase
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{
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var go = new GameObject(name);
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return go.AddComponent<T>();
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}
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[Test]
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public void NonBoss_AccessingBossFacet_Throws()
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{
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var enemy = MakeEnemy<EnemyBase>("plain-enemy");
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var ctx = new EnemyBrainContext(enemy);
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Assert.Throws<InvalidOperationException>(() => { var _ = ctx.Boss; });
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UnityEngine.Object.DestroyImmediate(enemy.gameObject);
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}
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|
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[Test]
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public void Boss_AccessingBossFacet_ReturnsTheBoss()
|
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{
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var boss = MakeEnemy<BossBase>("boss");
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||
var ctx = new EnemyBrainContext(boss);
|
||
|
||
Assert.AreSame(boss, ctx.Boss);
|
||
Assert.AreEqual(0, ctx.Boss.CurrentPhase);
|
||
Assert.IsFalse(ctx.Boss.IsPhaseTransitioning);
|
||
Assert.IsFalse(ctx.Boss.ResourceFull); // 未挂 BossResource
|
||
|
||
UnityEngine.Object.DestroyImmediate(boss.gameObject);
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 2: 跑测试确认失败**
|
||
|
||
Test Runner → EditMode → `EnemyBrainContextBossFacetTests`。
|
||
期望:编译失败(`EnemyBrainContext` 未实现 `Boss`、`BossBase` 未实现 `IBossControl`)。
|
||
|
||
- [ ] **Step 3: `BossResource` 加 `IsFull`**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Boss/BossResource.cs`,在 `NormalizedValue` 属性之后追加:
|
||
|
||
```csharp
|
||
/// <summary>资源是否已达上限(供 AI 图条件边判定"可放大招")。</summary>
|
||
public bool IsFull => _config != null && _config.maxValue > 0f
|
||
&& _currentValue >= _config.maxValue;
|
||
```
|
||
|
||
- [ ] **Step 4: `BossBase` 实现 `IBossControl`**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Boss/BossBase.cs`:
|
||
|
||
1. 类声明改为:
|
||
|
||
```csharp
|
||
public class BossBase : EnemyBase, BaseGames.AI.IBossControl
|
||
```
|
||
|
||
2. 在 `public int CurrentPhase => _currentPhase;` 之后追加:
|
||
|
||
```csharp
|
||
/// <summary>Boss 资源是否已满(未挂资源组件时恒为 false)。IBossControl 实现。</summary>
|
||
public bool ResourceFull => _bossResource != null && _bossResource.IsFull;
|
||
```
|
||
|
||
`CurrentPhase` / `IsPhaseTransitioning` / `BeginPhaseTransition(int, float)` 三个成员已存在且签名匹配,
|
||
无需改动(`BeginPhaseTransition` 的可选参数不影响接口实现)。
|
||
|
||
3. 顺带把 `CurrentPhase` 与 `IsBossSkillExecuting` 的注释里残留的 `BD_UseBossSkill` / `BD Task` 字样删掉
|
||
(行为树债,CLAUDE.md 第 4 条同款问题):
|
||
|
||
```csharp
|
||
/// <summary>当前是否有 Boss 技能正在执行。</summary>
|
||
public bool IsBossSkillExecuting => _skillExecutor != null && _skillExecutor.IsExecuting;
|
||
```
|
||
|
||
```csharp
|
||
/// <summary>当前 Boss 阶段索引。IBossControl 实现。</summary>
|
||
public int CurrentPhase => _currentPhase;
|
||
```
|
||
|
||
- [ ] **Step 5: `EnemyBrainContext` 实现 `Boss`**
|
||
|
||
`Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs`:
|
||
|
||
1. 文件顶部加 `using System;`(现有 using 只有 `UnityEngine` 与 `BaseGames.AI`)。
|
||
|
||
2. 字段与构造函数改为:
|
||
|
||
```csharp
|
||
readonly EnemyBase _enemy;
|
||
readonly BossBase _boss;
|
||
readonly Blackboard _blackboard = new Blackboard();
|
||
Vector2 _lastKnown;
|
||
float _lostTimer;
|
||
|
||
public EnemyBrainContext(EnemyBase enemy)
|
||
{
|
||
_enemy = enemy;
|
||
_boss = enemy as BossBase; // 非 Boss 为 null,Boss facet 访问时显式抛
|
||
}
|
||
```
|
||
|
||
3. 在 `public Blackboard Blackboard => _blackboard;` 之后追加:
|
||
|
||
```csharp
|
||
/// <summary>
|
||
/// Boss 专属决策面。非 Boss 敌人访问即抛——小怪图误挂了 Boss 边必须立刻暴露,
|
||
/// 不返回空对象让错误静默通过(CLAUDE.md 第 6 条)。
|
||
/// </summary>
|
||
public IBossControl Boss => _boss ?? throw new InvalidOperationException(
|
||
$"[EnemyBrainContext] '{_enemy.name}' 不是 Boss(未挂 BossBase 或其子类)," +
|
||
"但它的 AI 图访问了 IAiContext.Boss。请检查该敌人是否误用了 Boss 专属的图或图片段。");
|
||
```
|
||
|
||
- [ ] **Step 6: 跑测试确认通过**
|
||
|
||
Test Runner → EditMode → `EnemyBrainContextBossFacetTests`。期望:2 passed。
|
||
|
||
- [ ] **Step 7: 全量 EditMode 回归**
|
||
|
||
Test Runner → EditMode → `Run All`。期望:全绿(`FakeAiContext` 已在 Task 1 补上 `Boss`)。
|
||
|
||
- [ ] **Step 8: 提交**
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/AI/IBossControl.cs Assets/_Game/Scripts/AI/IBossControl.cs.meta \
|
||
Assets/_Game/Scripts/AI/IAiContext.cs \
|
||
Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossBase.cs \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossResource.cs \
|
||
Assets/Tests/EditMode/AI/Fakes/ \
|
||
Assets/Tests/EditMode/Enemies/EnemyBrainContextBossFacetTests.cs \
|
||
Assets/Tests/EditMode/Enemies/EnemyBrainContextBossFacetTests.cs.meta
|
||
git commit -m "feat(ai): 新增 IBossControl facet——Boss 阶段状态经 IAiContext 供图读取
|
||
|
||
非 Boss 敌人访问 IAiContext.Boss 显式抛 InvalidOperationException,
|
||
不返回空对象掩盖小怪图误挂 Boss 边的错误。BossResource 补 IsFull 供图条件边判定。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 3: 选招器防重复
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Abilities/AttackSelectionMode.cs`
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Abilities/EnemyAttackSelector.cs`
|
||
- Modify: `Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs`
|
||
- Modify: `Assets/_Game/Scripts/Enemies/EnemyBase.cs`
|
||
- Test: `Assets/Tests/EditMode/Enemies/EnemyAttackSelectorTests.cs`
|
||
|
||
- [ ] **Step 1: 写失败测试**
|
||
|
||
`Assets/Tests/EditMode/Enemies/EnemyAttackSelectorTests.cs`,在 `Weighted_NeverPicksIneligible` 之后追加:
|
||
|
||
```csharp
|
||
// ── WeightedRandomAntiRepeat ─────────────────────────────────────────
|
||
|
||
static EnemyAttackSelector SelAntiRepeat(float factor, params IAttackCandidate[] cs)
|
||
=> new EnemyAttackSelector(new List<IAttackCandidate>(cs), factor);
|
||
|
||
[Test]
|
||
public void AntiRepeat_ZeroFactor_NeverPicksSameTwiceWhenAlternativeExists()
|
||
{
|
||
var a = new FakeCandidate { WeightV = 1f };
|
||
var b = new FakeCandidate { WeightV = 1f };
|
||
var s = SelAntiRepeat(0f, a, b);
|
||
|
||
var prev = s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
|
||
for (int i = 0; i < 100; i++)
|
||
{
|
||
var cur = s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
|
||
Assert.AreNotSame(prev, cur, "系数为 0 时不应连续选中同一招");
|
||
prev = cur;
|
||
}
|
||
}
|
||
|
||
[Test]
|
||
public void AntiRepeat_ZeroFactor_SingleCandidate_StillReturnsIt()
|
||
{
|
||
// 只有一招时折扣会把权重压到 0,WeightedPick 返回 -1;
|
||
// 必须退化为 Priority 路径把它选出来,否则敌人永远不出手。
|
||
var only = new FakeCandidate { WeightV = 1f };
|
||
var s = SelAntiRepeat(0f, only);
|
||
|
||
for (int i = 0; i < 10; i++)
|
||
Assert.AreSame(only, s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat));
|
||
}
|
||
|
||
[Test]
|
||
public void AntiRepeat_DiscountsPreviousPick_ButDoesNotBanIt()
|
||
{
|
||
// 系数 0.5:a 被选过后权重折半,但仍有机会再被选中。
|
||
var a = new FakeCandidate { WeightV = 1f };
|
||
var b = new FakeCandidate { WeightV = 1f };
|
||
var s = SelAntiRepeat(0.5f, a, b);
|
||
|
||
s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
|
||
int repeats = 0;
|
||
var prev = s.LastPicked;
|
||
for (int i = 0; i < 400; i++)
|
||
{
|
||
var cur = s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
|
||
if (ReferenceEquals(cur, prev)) repeats++;
|
||
prev = cur;
|
||
}
|
||
Assert.Greater(repeats, 0, "折扣不应等于禁用");
|
||
Assert.Less (repeats, 200, "折扣后重复率应低于无折扣时的约 50%");
|
||
}
|
||
|
||
[Test]
|
||
public void AntiRepeat_IneligiblePrevious_DoesNotBlockOthers()
|
||
{
|
||
var a = new FakeCandidate { WeightV = 1f };
|
||
var b = new FakeCandidate { WeightV = 1f };
|
||
var s = SelAntiRepeat(0f, a, b);
|
||
|
||
var first = s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
|
||
((FakeCandidate)first).CanUseV = false; // 上一招进冷却
|
||
|
||
var second = s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
|
||
Assert.IsNotNull(second);
|
||
Assert.AreNotSame(first, second);
|
||
}
|
||
|
||
[Test]
|
||
public void PlainWeighted_DoesNotApplyAntiRepeat()
|
||
{
|
||
// WeightedRandom 模式下唯一候选恒被选中(回归:折扣不得泄漏到旧模式)
|
||
var only = new FakeCandidate { WeightV = 1f };
|
||
var s = SelAntiRepeat(0f, only);
|
||
for (int i = 0; i < 10; i++)
|
||
Assert.AreSame(only, s.Select(true, true, AttackSelectionMode.WeightedRandom));
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 2: 跑测试确认失败**
|
||
|
||
Test Runner → EditMode → `EnemyAttackSelectorTests`。
|
||
期望:编译失败(`AttackSelectionMode.WeightedRandomAntiRepeat` 不存在、构造函数无第二参数、`LastPicked` 不存在)。
|
||
|
||
- [ ] **Step 3: 加枚举值**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Abilities/AttackSelectionMode.cs` 全文替换为:
|
||
|
||
```csharp
|
||
namespace BaseGames.Enemies.Abilities
|
||
{
|
||
/// <summary>多攻击选招策略。</summary>
|
||
public enum AttackSelectionMode
|
||
{
|
||
WeightedRandom, // 合格集内按 weight 加权随机
|
||
Priority, // 合格集内取 priority 最高(并列取首个)
|
||
WeightedRandomAntiRepeat, // 同 WeightedRandom,但对上一次选中的招施加权重折扣,压低连续重复
|
||
}
|
||
}
|
||
```
|
||
|
||
⚠️ 新值必须**追加在末尾**:枚举按整数序列化,插在中间会让已有资产的选招模式静默变成另一种。
|
||
|
||
- [ ] **Step 4: 选招器实现折扣**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Abilities/EnemyAttackSelector.cs` 全文替换为:
|
||
|
||
```csharp
|
||
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
|
||
namespace BaseGames.Enemies.Abilities
|
||
{
|
||
/// <summary>
|
||
/// 多攻击选招器:从候选(category==Attack)里按"射程 + 冷却 + LOS + 着地"过滤,
|
||
/// 再按 <see cref="AttackSelectionMode"/> 选一个。纯逻辑、无 MonoBehaviour 依赖,可单测。
|
||
/// </summary>
|
||
public sealed class EnemyAttackSelector
|
||
{
|
||
private readonly List<IAttackCandidate> _candidates;
|
||
// 权重缓冲区(与 _candidates 等长,每次选招复用):避免每次选招 new List 造成 GC
|
||
private readonly List<float> _weightBuf;
|
||
// 防重复折扣系数:0 = 有替代时绝不连续重复,1 = 不惩罚
|
||
private readonly float _antiRepeatFactor;
|
||
|
||
private IAttackCandidate _lastPicked;
|
||
|
||
public EnemyAttackSelector(IEnumerable<IAttackCandidate> candidates, float antiRepeatFactor = 0.3f)
|
||
{
|
||
_candidates = new List<IAttackCandidate>(candidates);
|
||
_weightBuf = new List<float>(_candidates.Count);
|
||
_antiRepeatFactor = Mathf.Clamp01(antiRepeatFactor);
|
||
}
|
||
|
||
public int Count => _candidates.Count;
|
||
|
||
/// <summary>上一次实际选中的招(防重复折扣的作用对象;供测试与调试面板读取)。</summary>
|
||
public IAttackCandidate LastPicked => _lastPicked;
|
||
|
||
/// <summary>对象池复用 / 阶段切换时清除防重复记忆。</summary>
|
||
public void ResetRepeatMemory() => _lastPicked = null;
|
||
|
||
private static bool Eligible(IAttackCandidate c, bool hasLOS, bool grounded)
|
||
=> c != null && c.CanUse && c.InAttackRange()
|
||
&& (!c.RequiresLineOfSight || hasLOS)
|
||
&& (!c.RequiresGrounded || grounded);
|
||
|
||
public bool HasEligible(bool hasLOS, bool grounded)
|
||
{
|
||
for (int i = 0; i < _candidates.Count; i++)
|
||
if (Eligible(_candidates[i], hasLOS, grounded)) return true;
|
||
return false;
|
||
}
|
||
|
||
public IAttackCandidate Select(bool hasLOS, bool grounded, AttackSelectionMode mode)
|
||
{
|
||
switch (mode)
|
||
{
|
||
case AttackSelectionMode.Priority:
|
||
return Remember(SelectByPriority(hasLOS, grounded));
|
||
case AttackSelectionMode.WeightedRandomAntiRepeat:
|
||
return Remember(SelectByWeight(hasLOS, grounded, antiRepeat: true));
|
||
default:
|
||
return Remember(SelectByWeight(hasLOS, grounded, antiRepeat: false));
|
||
}
|
||
}
|
||
|
||
// 只在真选中了东西时更新记忆:选空时保留上一招,避免"空一帧就清掉防重复"。
|
||
private IAttackCandidate Remember(IAttackCandidate pick)
|
||
{
|
||
if (pick != null) _lastPicked = pick;
|
||
return pick;
|
||
}
|
||
|
||
private IAttackCandidate SelectByPriority(bool hasLOS, bool grounded)
|
||
{
|
||
IAttackCandidate best = null;
|
||
for (int i = 0; i < _candidates.Count; i++)
|
||
{
|
||
var c = _candidates[i];
|
||
if (!Eligible(c, hasLOS, grounded)) continue;
|
||
if (best == null || c.Priority > best.Priority) best = c; // 并列取首个
|
||
}
|
||
return best;
|
||
}
|
||
|
||
private IAttackCandidate SelectByWeight(bool hasLOS, bool grounded, bool antiRepeat)
|
||
{
|
||
// 有效权重:不合格候选填 0(由共享原语保证零权重项绝不被选中)。缓冲区复用 → 选招零 GC。
|
||
_weightBuf.Clear();
|
||
for (int i = 0; i < _candidates.Count; i++)
|
||
{
|
||
var c = _candidates[i];
|
||
float w = Eligible(c, hasLOS, grounded) ? Mathf.Max(0f, c.Weight) : 0f;
|
||
// 防重复:上一招权重打折。折扣可把权重压到 0——此时若它是唯一候选,
|
||
// 下面的 Priority 退化路径会把它选出来,不会出现"敌人永远不出手"。
|
||
if (antiRepeat && w > 0f && ReferenceEquals(c, _lastPicked))
|
||
w *= _antiRepeatFactor;
|
||
_weightBuf.Add(w);
|
||
}
|
||
|
||
int idx = BaseGames.Core.WeightedPick.Index(_weightBuf);
|
||
if (idx >= 0) return _candidates[idx];
|
||
|
||
// 无正权重(合格候选权重全 0,或全被防重复折扣压平)→ 退化为按 Priority 选(并列取首个)
|
||
return SelectByPriority(hasLOS, grounded);
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 5: 跑测试确认通过**
|
||
|
||
Test Runner → EditMode → `EnemyAttackSelectorTests`。期望:全部 passed(原 10 个 + 新 5 个 = 15)。
|
||
|
||
- [ ] **Step 6: `EnemyStatsSO` 加系数字段**
|
||
|
||
`Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs`,在 `attackSelectionMode` 字段之后追加:
|
||
|
||
```csharp
|
||
[Tooltip("WeightedRandomAntiRepeat 模式下,上一次选中的招的权重折扣系数。" +
|
||
"0 = 有替代招时绝不连续重复;1 = 不惩罚。仅该模式生效")]
|
||
[Range(0f, 1f)] public float attackAntiRepeatFactor = 0.3f;
|
||
```
|
||
|
||
- [ ] **Step 7: `EnemyBase` 把系数传给选招器**
|
||
|
||
`Assets/_Game/Scripts/Enemies/EnemyBase.cs` 的 `BuildAttackSelector()`,最后一行改为:
|
||
|
||
```csharp
|
||
// 折扣系数是策划配置项,未配 StatsSO 的敌人用 0.3 这个合法业务缺省(非掩盖漏配:
|
||
// 该模式本身是可选的,没配就等于用默认折扣)。
|
||
float antiRepeat = _statsSO != null ? _statsSO.attackAntiRepeatFactor : 0.3f;
|
||
_attackSelector = new Abilities.EnemyAttackSelector(candidates, antiRepeat);
|
||
```
|
||
|
||
- [ ] **Step 8: 阶段切换清空防重复记忆**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Boss/BossBase.cs` 的 `EnterPhase(int phase)`,把
|
||
`LastUsedSkillId = null;` 那一行下面追加:
|
||
|
||
```csharp
|
||
// 新阶段换招池,上一阶段的防重复记忆不应跨阶段影响选招
|
||
AttackSelector?.ResetRepeatMemory();
|
||
```
|
||
|
||
- [ ] **Step 9: 编译 + 全量回归**
|
||
|
||
MCP `unity_get_compilation_errors` 期望 0 errors 0 warnings;Test Runner → EditMode → `Run All` 期望全绿。
|
||
|
||
- [ ] **Step 10: 提交**
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Enemies/Abilities/AttackSelectionMode.cs \
|
||
Assets/_Game/Scripts/Enemies/Abilities/EnemyAttackSelector.cs \
|
||
Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs \
|
||
Assets/_Game/Scripts/Enemies/EnemyBase.cs \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossBase.cs \
|
||
Assets/Tests/EditMode/Enemies/EnemyAttackSelectorTests.cs
|
||
git commit -m "feat(enemy): 选招器支持防重复折扣——WeightedRandomAntiRepeat
|
||
|
||
上一次选中的招按 EnemyStatsSO.attackAntiRepeatFactor 折扣权重(默认 0.3)。
|
||
折扣把唯一候选压到 0 时退化为 Priority 路径,不会出现敌人永不出手。
|
||
阶段切换清空防重复记忆。取代 BossBase.UseBossSkillWeighted 里的同名逻辑。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 4: 禁用的能力不可用
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs`
|
||
- Test: `Assets/Tests/EditMode/Enemies/BossPhaseAbilityGateTests.cs`(本 Task 只建文件与第一个测试)
|
||
|
||
- [ ] **Step 1: 写失败测试**
|
||
|
||
`Assets/Tests/EditMode/Enemies/BossPhaseAbilityGateTests.cs`:
|
||
|
||
```csharp
|
||
using System.Collections;
|
||
using NUnit.Framework;
|
||
using UnityEngine;
|
||
using UnityEngine.TestTools;
|
||
using BaseGames.Enemies.Abilities;
|
||
|
||
namespace BaseGames.Tests.EditMode.Enemies
|
||
{
|
||
public class BossPhaseAbilityGateTests
|
||
{
|
||
/// 最小可实例化能力:不播动画、不碰 HitBox,只为验证启停与 CanUse。
|
||
private sealed class StubAbility : EnemyAbilityBase
|
||
{
|
||
protected override IEnumerator ExecuteCoroutine() { yield break; }
|
||
}
|
||
|
||
// EnemyAbilityBase.Awake 找不到 EnemyBase 会报错,与本测试无关。
|
||
[SetUp] public void SetUp() => LogAssert.ignoreFailingMessages = true;
|
||
[TearDown] public void TearDown() => LogAssert.ignoreFailingMessages = false;
|
||
|
||
[Test]
|
||
public void DisabledAbility_IsNotUsable()
|
||
{
|
||
// 必须先挂 EnemyBase:否则 _enemy==null 会让 CanUse 恒假,
|
||
// 这条断言在修复前也会"通过",成为一个永远不会失败的测试。
|
||
var go = new GameObject("ability-host");
|
||
go.AddComponent<EnemyBase>(); // 裸 EnemyBase 的 _currentState=Controlled → IsAlive 为真
|
||
var ab = go.AddComponent<StubAbility>();
|
||
|
||
Assert.IsTrue(ab.CanUse,
|
||
"前提:启用且宿主存活时应可用——否则下一条断言分不清是 enabled 还是别的门在起作用");
|
||
|
||
ab.enabled = false;
|
||
Assert.IsFalse(ab.CanUse, "禁用的能力组件不可用——否则选招器会选中一个启不动协程的招");
|
||
|
||
Object.DestroyImmediate(go);
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
> `using BaseGames.Enemies;` 需一并加入 using 区(`EnemyBase` 在该命名空间)。
|
||
> `EnemyBase.Awake` 末尾的 `_stats.Initialize(_statsSO)` 会在裸物体上 NRE,
|
||
> 但那发生在所有组件解析之后,不影响本测试;`LogAssert.ignoreFailingMessages` 已覆盖噪声。
|
||
|
||
- [ ] **Step 2: 跑测试确认失败**
|
||
|
||
Test Runner → EditMode → `BossPhaseAbilityGateTests.DisabledAbility_IsNotUsable`。
|
||
期望:**第一条断言通过、第二条 FAIL**——`CanUse` 当前不看 `enabled`,禁用后仍返回 true。
|
||
若两条都过,说明测试没测到 `enabled` 这一维,停下来修测试再继续。
|
||
|
||
- [ ] **Step 3: `CanUse` 纳入 `enabled`**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs`,把 `CanUse` 改为:
|
||
|
||
```csharp
|
||
/// <summary>
|
||
/// 统一可用性查询:组件启用 + 冷却完毕 + 未执行中 + 宿主存活。
|
||
/// enabled 这一维供阶段门使用——被阶段禁用的能力不得进入选招候选,
|
||
/// 否则选招器会选中它然后 StartCoroutine 在禁用组件上必然失败。
|
||
/// </summary>
|
||
public virtual bool CanUse => enabled && !_isRunning && !IsOnCooldown
|
||
&& _enemy != null && _enemy.IsAlive;
|
||
```
|
||
|
||
- [ ] **Step 4: 跑测试确认通过**
|
||
|
||
Test Runner → EditMode → `BossPhaseAbilityGateTests`。期望:1 passed。
|
||
|
||
- [ ] **Step 5: 全量回归**
|
||
|
||
Test Runner → EditMode → `Run All`。期望全绿。
|
||
⚠️ 若有测试因"能力默认 enabled=true 但断言了别的路径"而失败,说明该测试原本依赖了错误行为,按新语义修断言。
|
||
|
||
- [ ] **Step 6: 提交**
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs \
|
||
Assets/Tests/EditMode/Enemies/BossPhaseAbilityGateTests.cs \
|
||
Assets/Tests/EditMode/Enemies/BossPhaseAbilityGateTests.cs.meta
|
||
git commit -m "fix(enemy): 禁用的能力组件不再报告可用
|
||
|
||
CanUse 纳入 enabled。此前禁用组件仍返回 true,选招器会选中一个
|
||
StartCoroutine 必然失败的招。这也是阶段门(按阶段启停能力)的前提。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 5: `BossPhaseAbilityGate` 阶段门
|
||
|
||
**Files:**
|
||
- Create: `Assets/_Game/Scripts/Enemies/Boss/BossPhaseAbilityGate.cs`
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Boss/BossBase.cs`
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Abilities/IAttackCandidate.cs`(一行文档修正,见下)
|
||
- Test: `Assets/Tests/EditMode/Enemies/BossPhaseAbilityGateTests.cs`(Task 4 已建,本 Task 追加三条)
|
||
|
||
> **前置说明**:`StubAbility` 与 `_host` / `TearDown` 骨架在 Task 4 已经建好,含
|
||
> `public void RunAwake() => Awake();`(EditMode 不自动跑 `Awake`,见执行须知第 4 条)。
|
||
> 本 Task 的三条测试只断言 `enabled` 标志本身,**不需要** `RunAwake`。
|
||
>
|
||
> **顺带修正**:`IAttackCandidate.cs` 第 9 行把 `CanUse` 注释为 `// 未冷却 + 未运行 + 存活`,
|
||
> Task 4 加了 `enabled` 这一维后该注释已不完整。改为 `// 组件启用 + 未冷却 + 未运行 + 存活`。
|
||
|
||
- [ ] **Step 1: 写失败测试**
|
||
|
||
`Assets/Tests/EditMode/Enemies/BossPhaseAbilityGateTests.cs`:
|
||
|
||
先在文件顶部的 using 区补两行:
|
||
|
||
```csharp
|
||
using System.Reflection;
|
||
using BaseGames.Enemies;
|
||
```
|
||
|
||
再在 `DisabledAbility_IsNotUsable` 之后追加:
|
||
|
||
```csharp
|
||
// 阶段门的 _entries 是私有序列化字段——与放置脚手架同样用反射写入。
|
||
static void SetEntries(BossPhaseAbilityGate gate, params (EnemyAbilityBase ab, int[] phases)[] items)
|
||
{
|
||
var arr = new BossPhaseAbilityGate.PhaseEntry[items.Length];
|
||
for (int i = 0; i < items.Length; i++)
|
||
arr[i] = new BossPhaseAbilityGate.PhaseEntry { ability = items[i].ab, phases = items[i].phases };
|
||
typeof(BossPhaseAbilityGate)
|
||
.GetField("_entries", BindingFlags.NonPublic | BindingFlags.Instance)
|
||
.SetValue(gate, arr);
|
||
}
|
||
|
||
[Test]
|
||
public void ApplyPhase_EnablesOnlyAbilitiesAllowedInThatPhase()
|
||
{
|
||
var go = new GameObject("boss");
|
||
var gate = go.AddComponent<BossPhaseAbilityGate>();
|
||
var p0 = go.AddComponent<StubAbility>();
|
||
var p1Go = new GameObject("p1"); p1Go.transform.SetParent(go.transform);
|
||
var p1 = p1Go.AddComponent<StubAbility>();
|
||
|
||
SetEntries(gate, (p0, new[] { 0 }), (p1, new[] { 1 }));
|
||
|
||
gate.ApplyPhase(0);
|
||
Assert.IsTrue (p0.enabled);
|
||
Assert.IsFalse(p1.enabled);
|
||
|
||
gate.ApplyPhase(1);
|
||
Assert.IsFalse(p0.enabled);
|
||
Assert.IsTrue (p1.enabled);
|
||
|
||
Object.DestroyImmediate(go);
|
||
}
|
||
|
||
[Test]
|
||
public void ApplyPhase_EmptyPhaseArrayMeansAllPhases()
|
||
{
|
||
var go = new GameObject("boss");
|
||
var gate = go.AddComponent<BossPhaseAbilityGate>();
|
||
var any = go.AddComponent<StubAbility>();
|
||
|
||
SetEntries(gate, (any, new int[0]));
|
||
|
||
gate.ApplyPhase(0); Assert.IsTrue(any.enabled);
|
||
gate.ApplyPhase(7); Assert.IsTrue(any.enabled);
|
||
|
||
Object.DestroyImmediate(go);
|
||
}
|
||
|
||
[Test]
|
||
public void ApplyPhase_UnlistedAbilityIsUntouched()
|
||
{
|
||
var go = new GameObject("boss");
|
||
var gate = go.AddComponent<BossPhaseAbilityGate>();
|
||
var listed = go.AddComponent<StubAbility>();
|
||
var otherGo = new GameObject("unlisted"); otherGo.transform.SetParent(go.transform);
|
||
var unlisted = otherGo.AddComponent<StubAbility>();
|
||
|
||
SetEntries(gate, (listed, new[] { 1 }));
|
||
|
||
gate.ApplyPhase(0);
|
||
Assert.IsFalse(listed.enabled, "登记的能力应被阶段门管控");
|
||
Assert.IsTrue (unlisted.enabled, "未登记的能力不受阶段门影响");
|
||
|
||
Object.DestroyImmediate(go);
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 2: 跑测试确认失败**
|
||
|
||
Test Runner → EditMode → `BossPhaseAbilityGateTests`。期望:编译失败(`BossPhaseAbilityGate` 不存在)。
|
||
|
||
- [ ] **Step 3: 建阶段门组件**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Boss/BossPhaseAbilityGate.cs`:
|
||
|
||
```csharp
|
||
using System;
|
||
using UnityEngine;
|
||
using BaseGames.Enemies.Abilities;
|
||
|
||
namespace BaseGames.Enemies
|
||
{
|
||
/// <summary>
|
||
/// 阶段 = 换招池:按当前阶段启用 / 禁用能力组件。
|
||
/// 被禁用的能力其 <see cref="EnemyAbilityBase.CanUse"/> 为 false,
|
||
/// 因此自动从 <see cref="EnemyAttackSelector"/> 的候选里消失——阶段门不需要碰选招器。
|
||
///
|
||
/// 由 <see cref="BossBase.EnterPhase"/> 与 <see cref="BossBase.OnSpawn"/> 直接调用
|
||
/// (而非订阅阶段频道),保证与阶段切换严格同序。
|
||
/// </summary>
|
||
public sealed class BossPhaseAbilityGate : MonoBehaviour
|
||
{
|
||
[Serializable]
|
||
public struct PhaseEntry
|
||
{
|
||
[Tooltip("受阶段管控的能力组件")]
|
||
public EnemyAbilityBase ability;
|
||
[Tooltip("该能力可用的阶段索引;空数组 = 全阶段可用")]
|
||
public int[] phases;
|
||
}
|
||
|
||
[Tooltip("阶段可用性表。未登记的能力不受本组件影响(保持其自身启用状态)")]
|
||
[SerializeField] private PhaseEntry[] _entries;
|
||
|
||
/// <summary>把指定阶段的启用集应用到所有登记的能力。</summary>
|
||
public void ApplyPhase(int phase)
|
||
{
|
||
if (_entries == null) return;
|
||
for (int i = 0; i < _entries.Length; i++)
|
||
{
|
||
var e = _entries[i];
|
||
if (e.ability == null) continue;
|
||
e.ability.enabled = IsAllowed(e.phases, phase);
|
||
}
|
||
}
|
||
|
||
private static bool IsAllowed(int[] phases, int phase)
|
||
{
|
||
if (phases == null || phases.Length == 0) return true; // 空 = 全阶段
|
||
for (int i = 0; i < phases.Length; i++)
|
||
if (phases[i] == phase) return true;
|
||
return false;
|
||
}
|
||
|
||
#if UNITY_EDITOR
|
||
// 漏配显式报错,不静默跳过(CLAUDE.md 第 6 条)
|
||
private void OnValidate()
|
||
{
|
||
if (_entries == null) return;
|
||
for (int i = 0; i < _entries.Length; i++)
|
||
if (_entries[i].ability == null)
|
||
Debug.LogError(
|
||
$"[BossPhaseAbilityGate] {name} 第 {i} 项未指定能力组件,该行不会生效。", this);
|
||
}
|
||
#endif
|
||
}
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 4: 跑测试确认通过**
|
||
|
||
Test Runner → EditMode → `BossPhaseAbilityGateTests`。期望:4 passed。
|
||
|
||
- [ ] **Step 5: `BossBase` 接上阶段门**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Boss/BossBase.cs`:
|
||
|
||
1. 在 `[SerializeField] private BossResource _bossResource;` 之后追加:
|
||
|
||
```csharp
|
||
[Header("阶段招池门(可选)")]
|
||
[Tooltip("按阶段启用 / 禁用能力组件;未挂载则所有能力全阶段可用")]
|
||
[SerializeField] private BossPhaseAbilityGate _phaseGate;
|
||
```
|
||
|
||
2. `Awake()` 里,在 `if (_bossResource == null) ...` 之后追加:
|
||
|
||
```csharp
|
||
if (_phaseGate == null) _phaseGate = GetComponentInChildren<BossPhaseAbilityGate>(true);
|
||
```
|
||
|
||
3. `EnterPhase(int phase)` 里,在 `AttackSelector?.ResetRepeatMemory();`(Task 3 加的)之后追加:
|
||
|
||
```csharp
|
||
// 阶段 = 换招池:先换池,再广播阶段事件,保证订阅方看到的是新池
|
||
_phaseGate?.ApplyPhase(phase);
|
||
```
|
||
|
||
⚠️ 顺序:必须在 `_onBossPhaseChanged?.Raise(...)` **之前**。
|
||
|
||
4. `OnSpawn()` 里,在 `_currentPhase = 0;` 之后追加:
|
||
|
||
```csharp
|
||
_phaseGate?.ApplyPhase(0); // 对象池复用:回到阶段 0 的启用集
|
||
```
|
||
|
||
> 选招器的防重复记忆**不在这里**重置——Task 3 的代码审查发现它该归 `EnemyBase.OnSpawn()`
|
||
> (覆盖全部池化敌人,而非只有 Boss),已在 Task 3 的修正里落地。此处只管阶段门。
|
||
|
||
- [ ] **Step 6: 编译 + 全量回归**
|
||
|
||
MCP `unity_get_compilation_errors` 期望 0/0;`Run All` 期望全绿。
|
||
|
||
- [ ] **Step 7: 提交**
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Enemies/Boss/BossPhaseAbilityGate.cs \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossPhaseAbilityGate.cs.meta \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossBase.cs \
|
||
Assets/Tests/EditMode/Enemies/BossPhaseAbilityGateTests.cs
|
||
git commit -m "feat(enemy): BossPhaseAbilityGate——阶段即换招池
|
||
|
||
按阶段启停能力组件,被禁用的招经 CanUse 自动退出选招候选,
|
||
阶段门不需要碰选招器。取代 BossSkillSO.availablePhaseIndices。
|
||
EnterPhase 先换池后广播;OnSpawn 回阶段 0(对象池复用)。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 6: `HurtBox` 弱点伤害倍率
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/Combat/HurtBox.cs`
|
||
- Test: `Assets/Tests/EditMode/Combat/HurtBoxMultiplierTests.cs`
|
||
|
||
- [ ] **Step 1: 写失败测试**
|
||
|
||
`Assets/Tests/EditMode/Combat/HurtBoxMultiplierTests.cs`:
|
||
|
||
```csharp
|
||
using NUnit.Framework;
|
||
using UnityEngine;
|
||
using UnityEngine.TestTools;
|
||
using BaseGames.Combat;
|
||
|
||
namespace BaseGames.Tests.EditMode.Combat
|
||
{
|
||
public class HurtBoxMultiplierTests
|
||
{
|
||
[SetUp] public void SetUp() => LogAssert.ignoreFailingMessages = true;
|
||
[TearDown] public void TearDown() => LogAssert.ignoreFailingMessages = false;
|
||
|
||
[Test]
|
||
public void DefaultMultiplier_IsOne()
|
||
{
|
||
var go = new GameObject("hurtbox");
|
||
var hb = go.AddComponent<HurtBox>();
|
||
Assert.AreEqual(1f, hb.DamageMultiplier);
|
||
Object.DestroyImmediate(go);
|
||
}
|
||
|
||
[Test]
|
||
public void SetDamageMultiplier_ClampsToNonNegative()
|
||
{
|
||
var go = new GameObject("hurtbox");
|
||
var hb = go.AddComponent<HurtBox>();
|
||
|
||
hb.SetDamageMultiplier(2.5f);
|
||
Assert.AreEqual(2.5f, hb.DamageMultiplier);
|
||
|
||
hb.SetDamageMultiplier(-3f);
|
||
Assert.AreEqual(0f, hb.DamageMultiplier, "负倍率无意义,钳到 0");
|
||
|
||
Object.DestroyImmediate(go);
|
||
}
|
||
|
||
[Test]
|
||
public void ApplyMultiplier_ScalesRawAmount_AndFloorsAtOne()
|
||
{
|
||
var go = new GameObject("hurtbox");
|
||
var hb = go.AddComponent<HurtBox>();
|
||
|
||
hb.SetDamageMultiplier(2f);
|
||
Assert.AreEqual(20, hb.ApplyDamageMultiplier(10));
|
||
|
||
hb.SetDamageMultiplier(0f);
|
||
Assert.AreEqual(1, hb.ApplyDamageMultiplier(10), "倍率 0 也至少造成 1 点,与防御减免同规则");
|
||
|
||
hb.SetDamageMultiplier(1f);
|
||
Assert.AreEqual(10, hb.ApplyDamageMultiplier(10), "倍率 1 时数值原样通过");
|
||
|
||
Object.DestroyImmediate(go);
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 2: 跑测试确认失败**
|
||
|
||
Test Runner → EditMode → `HurtBoxMultiplierTests`。
|
||
期望:编译失败(`DamageMultiplier` / `SetDamageMultiplier` / `ApplyDamageMultiplier` 不存在)。
|
||
|
||
- [ ] **Step 3: 实现倍率**
|
||
|
||
`Assets/_Game/Scripts/Combat/HurtBox.cs`:
|
||
|
||
1. 在 `public void SetInvincible(bool value) => _isHurtBoxInvincible = value;` 附近追加字段与 API:
|
||
|
||
```csharp
|
||
// 本 HurtBox 专属的受击倍率(弱点部位 > 1;默认 1 = 无影响)。
|
||
// 由能力在弱点窗口期间开关,语义与"这个部位更脆弱"一致。
|
||
private float _damageMultiplier = 1f;
|
||
|
||
/// <summary>本 HurtBox 当前的受击伤害倍率。</summary>
|
||
public float DamageMultiplier => _damageMultiplier;
|
||
|
||
/// <summary>设置受击倍率(弱点窗口开合时调用)。负值钳到 0。</summary>
|
||
public void SetDamageMultiplier(float value)
|
||
=> _damageMultiplier = UnityEngine.Mathf.Max(0f, value);
|
||
|
||
/// <summary>
|
||
/// 按本 HurtBox 的倍率缩放伤害。最低 1 点,与防御减免同规则
|
||
/// (倍率为 0 也不该让攻击完全无效——那属于无敌帧的语义,不是弱点倍率的)。
|
||
/// </summary>
|
||
public int ApplyDamageMultiplier(int raw)
|
||
=> _damageMultiplier == 1f
|
||
? raw
|
||
: UnityEngine.Mathf.Max(1, UnityEngine.Mathf.RoundToInt(raw * _damageMultiplier));
|
||
```
|
||
|
||
2. 在 `ReceiveDamage` 的伤害管线里插入倍率步骤——找到现有的第 5 步:
|
||
|
||
```csharp
|
||
// 5. 计算 FinalDamage(防御减免,最低 1)
|
||
int finalDamage = UnityEngine.Mathf.Max(1, info.Amount - _owner.Defense);
|
||
```
|
||
|
||
改为:
|
||
|
||
```csharp
|
||
// 5. 本 HurtBox 受击倍率(弱点部位;默认 1 时无影响)
|
||
info.Amount = ApplyDamageMultiplier(info.Amount);
|
||
|
||
// 6. 计算 FinalDamage(防御减免,最低 1)
|
||
int finalDamage = UnityEngine.Mathf.Max(1, info.Amount - _owner.Defense);
|
||
```
|
||
|
||
并把该行之后原本的注释编号 `// 6.` `// 7.` `// 8.` 依次改为 `// 7.` `// 8.` `// 9.`。
|
||
|
||
- [ ] **Step 4: 跑测试确认通过**
|
||
|
||
Test Runner → EditMode → `HurtBoxMultiplierTests`。期望:3 passed。
|
||
|
||
- [ ] **Step 5: 全量回归 + 提交**
|
||
|
||
`Run All` 期望全绿。
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Combat/HurtBox.cs \
|
||
Assets/Tests/EditMode/Combat/HurtBoxMultiplierTests.cs \
|
||
Assets/Tests/EditMode/Combat/HurtBoxMultiplierTests.cs.meta
|
||
git commit -m "feat(combat): HurtBox 自带受击伤害倍率
|
||
|
||
倍率归 HurtBox 自己(弱点部位就是一个倍率 > 1 的 HurtBox),
|
||
取代 WeakPointSystem 那份写进私有字段却零调用者的倍率。
|
||
默认 1 时数值原样通过,现有行为不变。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 7: 敌人侧动画事件补接四件
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/Animation/EnemyAnimationEvents.cs`
|
||
|
||
本 Task 无自动化测试:动画事件路由需要真实 Animancer 时间轴驱动,属手动验证范畴。
|
||
验证方式写在 Step 4。
|
||
|
||
- [ ] **Step 1: 补两个子系统引用**
|
||
|
||
`Assets/_Game/Scripts/Animation/EnemyAnimationEvents.cs`:
|
||
|
||
1. 顶部 using 区追加:
|
||
|
||
```csharp
|
||
using BaseGames.Feedback;
|
||
```
|
||
|
||
2. `[Header("子系统引用")]` 区块改为:
|
||
|
||
```csharp
|
||
[Header("子系统引用")]
|
||
[SerializeField] private HitBox[] _hitBoxes;
|
||
[SerializeField] private HurtBox _hurtBox;
|
||
[SerializeField] private EnemyBase _enemy;
|
||
```
|
||
|
||
3. 在 `_bindings` 字段之后追加私有字段:
|
||
|
||
```csharp
|
||
private IFeedbackPlayer _feedback;
|
||
```
|
||
|
||
4. `Awake()` 改为:
|
||
|
||
```csharp
|
||
private void Awake()
|
||
{
|
||
if (_enemy == null)
|
||
_enemy = GetComponentInParent<EnemyBase>();
|
||
|
||
// IFeedbackPlayer 由父层或同层实现(EnemyFeedback / NullFeedbackPlayer),与玩家侧同写法
|
||
_feedback = GetComponentInParent<IFeedbackPlayer>() ?? NullFeedbackPlayer.Instance;
|
||
|
||
foreach (var b in _bindings)
|
||
AnimationEventBinder.Bind(b.clip, b.config, this);
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 2: 补四个 case**
|
||
|
||
`HandleEvent` 的 switch,在 `case AnimationEventType.DisableHitBox:` 之后插入:
|
||
|
||
```csharp
|
||
// ── 无敌帧 ────────────────────────────────────────────────
|
||
// 时长由动画时间轴上两个事件的间距表达,不在代码里写常量。
|
||
case AnimationEventType.EnableIFrame:
|
||
_hurtBox?.SetInvincible(true);
|
||
break;
|
||
|
||
case AnimationEventType.DisableIFrame:
|
||
_hurtBox?.SetInvincible(false);
|
||
break;
|
||
```
|
||
|
||
在 `case AnimationEventType.AnimationComplete:` 之前插入:
|
||
|
||
```csharp
|
||
// ── 通用反馈 ──────────────────────────────────────────────
|
||
// 音效预警:在起手帧播一段可辨识的音,让玩家提前缩小招式可能性。
|
||
case AnimationEventType.TriggerFeedback:
|
||
if (!string.IsNullOrEmpty(payload))
|
||
_feedback.TriggerPreset(payload);
|
||
break;
|
||
|
||
case AnimationEventType.PlaySFX:
|
||
if (!string.IsNullOrEmpty(payload))
|
||
_feedback.PlaySFXById(payload);
|
||
break;
|
||
```
|
||
|
||
- [ ] **Step 3: 编译检查**
|
||
|
||
MCP `unity_get_compilation_errors`。期望 0 errors 0 warnings。
|
||
|
||
- [ ] **Step 4: 手动验证(记录到提交说明)**
|
||
|
||
在 Unity 里检查:任一挂有 `EnemyAnimationEvents` 的敌人 Inspector 上出现新的 `_hurtBox` 槽位。
|
||
若项目当前无敌人预制体(E001–E006 已删,见 `Docs_Dev` 中的预制体延后决策),仅确认编译通过与
|
||
Inspector 字段出现即可;实际路由在 Task 15 放置嘲风后连同弱点窗口一起验证。
|
||
|
||
- [ ] **Step 5: 提交**
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Animation/EnemyAnimationEvents.cs
|
||
git commit -m "feat(animation): 敌人侧动画事件补接无敌帧与反馈四件
|
||
|
||
EnableIFrame/DisableIFrame → HurtBox.SetInvincible(与玩家侧同形态,
|
||
无敌时长由动画时间轴上两事件间距表达);TriggerFeedback/PlaySFX →
|
||
IFeedbackPlayer,用于音效预警。此前敌人侧只接了 7/20 个事件类型。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 8: `EnemyAbilitySO` 设计备注与命名对齐
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilitySO.cs`
|
||
|
||
- [ ] **Step 1: 加 `designNote`,改 `fileName`,清行为树残留**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilitySO.cs`:
|
||
|
||
1. `CreateAssetMenu` 改为(与 `AssetFolderSpec.md` 的 `ABL_` 及两个向导的实际命名对齐;
|
||
同目录的 `PlayClipAbilitySO` 等子类已在用 `ABL_`):
|
||
|
||
```csharp
|
||
[CreateAssetMenu(menuName = "BaseGames/Enemies/Enemy Ability", fileName = "ABL_")]
|
||
```
|
||
|
||
2. `[Header("标识")]` 区块改为(顺带删掉 `abilityId` 注释里的行为树残留字样):
|
||
|
||
```csharp
|
||
[Header("标识")]
|
||
[Tooltip("能力唯一 id(全小写英文 + 下划线,如 \"melee_combo\" / \"blink_strike\")。" +
|
||
"AI 图与选招器通过它引用本能力")]
|
||
public string abilityId = "ability_id";
|
||
|
||
[TextArea(1, 4)]
|
||
[Tooltip("设计备注(仅供编辑器参考,不影响运行)")]
|
||
public string designNote;
|
||
```
|
||
|
||
- [ ] **Step 2: 编译 + 回归 + 提交**
|
||
|
||
MCP `unity_get_compilation_errors` 期望 0/0;`Run All` 期望全绿。
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilitySO.cs
|
||
git commit -m "feat(enemy): EnemyAbilitySO 补设计备注,命名前缀对齐规范
|
||
|
||
+ designNote(目标体量下能力数量大,设计意图需就近记录)。
|
||
fileName 由 EAB_ 改为 ABL_——AssetFolderSpec 第 298 行、两个向导
|
||
以及 PlayClipAbilitySO 等子类都用 ABL_,此前只有基类是 EAB_。
|
||
顺带清掉 abilityId 注释里的行为树残留字样。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 9: `AiSignal.Engaged` 与 `BossFragments`
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/AI/AiSignal.cs`
|
||
- Modify: `Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs`
|
||
- Create: `Assets/_Game/Scripts/Enemies/AIBrain/Modules/BossFragments.cs`
|
||
|
||
- [ ] **Step 1: 加 `Engaged` 信号**
|
||
|
||
`Assets/_Game/Scripts/AI/AiSignal.cs` 全文替换为:
|
||
|
||
```csharp
|
||
namespace BaseGames.AI
|
||
{
|
||
/// <summary>
|
||
/// 外部 → 决策层的事件信号。事件边不受 IsControllable 让位门阻挡。
|
||
/// 只保留真有发送方与消费方的值——无发送方的占位枚举只会变成死值。
|
||
/// </summary>
|
||
public enum AiSignal
|
||
{
|
||
/// <summary>敌人已死亡:由 EnemyBase.PerformDeath / NotifyDecisionStop 发出,让决策停止。</summary>
|
||
Died,
|
||
|
||
/// <summary>开战:由竞技场触发器(BossFightTrigger)发出,让 Boss 从静置态进入入场演出。</summary>
|
||
Engaged,
|
||
}
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 2: `ApproachAttackEngagement` 建态逻辑提为静态**
|
||
|
||
`Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs`,
|
||
把 `Build` 方法替换为下面两段(态名参数化,使 Boss 图能建多组逼近↔攻击):
|
||
|
||
```csharp
|
||
public void Build(BrainBuilder b, string rest)
|
||
=> Declare(b, Approach, Attack, rest);
|
||
|
||
/// <summary>
|
||
/// 建一组「逼近 ↔ 到射程选招攻击」。态名参数化,供本模块与 Boss 图共用同一份实现
|
||
/// (Boss 可能有多个阶段各一组,如地面组与空中组)。
|
||
/// 返回 Approach 态的 builder,调用方可在其上继续挂自己的出边(如阶段过渡)。
|
||
/// </summary>
|
||
internal static BrainBuilder.StateBuilder Declare(
|
||
BrainBuilder b, string approach, string attack, string rest)
|
||
{
|
||
var approachBuilder = b.DeclareState(approach)
|
||
.OnEnter(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
|
||
.Tick (x => x.Locomotion.Pursue(x.Sensor.LastKnown))
|
||
.OnExit(x => x.Locomotion.Stop())
|
||
// 边序:attackInRange 先于 leftAllZones。前提是攻击射程恒小于感知区
|
||
// (EnemyAttackSelector.Eligible 的 InAttackRange 门),故"够得着"不会在
|
||
// "已脱离全部感知"之后仍成立,两条件不会相争。若将来出现射程大于追击区的招式,
|
||
// 那属于射程/感知区配置错误,由 AI 配方校验器报出,不要靠调整此处边序绕开。
|
||
.To(attack).When(x => x.Combat.HasEligibleAttack(), "attackInRange")
|
||
.To(rest) .When(AiStateFragments.LostAllZones, "leftAllZones");
|
||
|
||
// 攻击一旦起手就打完:刻意不挂 leftAllZones 边。
|
||
// 玩家在前摇中跑出感知区时招式仍完整打完,之后经逼近态自然脱战——
|
||
// 只多一帧,且消除了"起手到一半凭空收招"的观感缺陷。
|
||
b.DeclareState(attack)
|
||
.OnEnter(x => { x.Locomotion.Stop(); x.Combat.UseBestAttack(); })
|
||
.OnExit (x => x.Combat.InterruptAbilities())
|
||
.To(approach).When(x => !x.Combat.IsAbilityRunning(), "attackDone");
|
||
|
||
return approachBuilder;
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 3: 建 `BossFragments`**
|
||
|
||
`Assets/_Game/Scripts/Enemies/AIBrain/Modules/BossFragments.cs`:
|
||
|
||
```csharp
|
||
using System;
|
||
using UnityEngine;
|
||
using BaseGames.AI;
|
||
|
||
namespace BaseGames.Enemies
|
||
{
|
||
/// <summary>
|
||
/// Boss 图的共享建态片段。与 <see cref="AiStateFragments"/> 同级——是静态建态原语,
|
||
/// 不是可插拔模块:Boss 图手写,重复的形状抽成片段即可,不需要 SO 下拉与多态序列化。
|
||
/// </summary>
|
||
public static class BossFragments
|
||
{
|
||
/// <summary>
|
||
/// 阶段过渡态:进入时发起过渡(无敌 + 演出由 BossBase 负责),过渡结束后由调用方挂出边。
|
||
/// 只发起一次——OnEnter 而非 Tick,因为 BossBase.BeginPhaseTransition 对重入会告警。
|
||
/// </summary>
|
||
public static BrainBuilder.StateBuilder PhaseTransition(
|
||
BrainBuilder b, string state, int targetPhase, float invincibleDuration)
|
||
{
|
||
if (targetPhase < 0)
|
||
throw new ArgumentOutOfRangeException(nameof(targetPhase),
|
||
$"BossFragments.PhaseTransition: 状态 '{state}' 的目标阶段不能为负。");
|
||
if (invincibleDuration <= 0f)
|
||
throw new ArgumentOutOfRangeException(nameof(invincibleDuration),
|
||
$"BossFragments.PhaseTransition: 状态 '{state}' 的无敌时长必须 > 0——" +
|
||
"为 0 意味着过渡演出期间可被打断,这不是阶段过渡的语义。");
|
||
|
||
return b.DeclareState(state)
|
||
.OnEnter(x =>
|
||
{
|
||
x.Locomotion.Stop();
|
||
x.Combat.InterruptAbilities();
|
||
x.Boss.BeginPhaseTransition(targetPhase, invincibleDuration);
|
||
});
|
||
}
|
||
|
||
/// <summary>
|
||
/// 一组「逼近 ↔ 到射程选招攻击」。转发到 ApproachAttackEngagement 的共享实现,
|
||
/// 使模块路径与 Boss 图路径永远是同一份行为。
|
||
/// 返回逼近态的 builder,调用方可继续挂阶段过渡等出边。
|
||
/// </summary>
|
||
public static BrainBuilder.StateBuilder ApproachAttack(
|
||
BrainBuilder b, string approach, string attack, string rest)
|
||
=> ApproachAttackEngagement.Declare(b, approach, attack, rest);
|
||
|
||
/// <summary>
|
||
/// 移动到第 index 个竞技场锚点(<see cref="BossArenaAnchors"/>),到位后由调用方挂出边。
|
||
/// 坐标经 IBossControl 取得——声明层的 lambda 不得闭包捕获具体实例。
|
||
/// </summary>
|
||
public static BrainBuilder.StateBuilder MoveToAnchor(BrainBuilder b, string state, int index)
|
||
{
|
||
if (index < 0)
|
||
throw new ArgumentOutOfRangeException(nameof(index),
|
||
$"BossFragments.MoveToAnchor: 状态 '{state}' 的锚点下标不能为负。");
|
||
|
||
return b.DeclareState(state)
|
||
.OnEnter(x => x.Locomotion.MoveTo(x.Boss.AnchorAt(index)))
|
||
.OnExit (x => x.Locomotion.Stop());
|
||
}
|
||
|
||
/// <summary>共享条件:已到达第 index 个锚点(容差内)。</summary>
|
||
public static Func<IAiContext, bool> AtAnchor(int index, float tolerance = 0.2f)
|
||
=> x => x.Boss.DistanceToAnchor(index) <= tolerance;
|
||
}
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 4: 编译检查**
|
||
|
||
MCP `unity_get_compilation_errors`。
|
||
期望:`BossFragments.MoveToAnchor` / `AtAnchor` 引用了 `IBossControl.AnchorAt` /
|
||
`DistanceToAnchor` 而它们尚未声明,报 2 个错误——由 Task 10 Step 0 补上。
|
||
**本 Task 不单独提交,与 Task 10 合并提交。**
|
||
|
||
---
|
||
|
||
## Task 10: `BossArenaAnchors` 竞技场锚点(与 Task 9 合并提交)
|
||
|
||
**Files:**
|
||
- Create: `Assets/_Game/Scripts/Enemies/Boss/BossArenaAnchors.cs`
|
||
- Modify: `Assets/_Game/Scripts/AI/IBossControl.cs`
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Boss/BossBase.cs`
|
||
|
||
- [ ] **Step 0: `IBossControl` 补锚点两成员**
|
||
|
||
`Assets/_Game/Scripts/AI/IBossControl.cs`:文件顶部加 `using UnityEngine;`,
|
||
并在 `BeginPhaseTransition` 之后(替换 Task 1 留下的那两行说明注释)追加:
|
||
|
||
```csharp
|
||
/// <summary>第 index 个竞技场锚点的世界坐标。未挂锚点组件 / 下标越界即抛。</summary>
|
||
Vector2 AnchorAt(int index);
|
||
|
||
/// <summary>Boss 当前位置到第 index 个锚点的距离。未挂锚点组件 / 下标越界即抛。</summary>
|
||
float DistanceToAnchor(int index);
|
||
```
|
||
|
||
同步更新 `Assets/Tests/EditMode/AI/Fakes/FakeBossControl.cs`——Task 1 已把
|
||
`Anchors` / `DistanceToAnchorValue` 两个字段与两个实现写好,此处只需确认它们存在。
|
||
|
||
- [ ] **Step 1: 建组件**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Boss/BossArenaAnchors.cs`:
|
||
|
||
```csharp
|
||
using UnityEngine;
|
||
|
||
namespace BaseGames.Enemies
|
||
{
|
||
/// <summary>
|
||
/// 竞技场锚点集合:Boss 定点走位(跳到悬空平台、传送到房间固定角落)的坐标来源。
|
||
/// 挂在 Boss 上;锚点物体本身放在场景里(随房间布局走,不进 SO)。
|
||
///
|
||
/// AI 图不直接持有本组件——坐标经 <see cref="BaseGames.AI.IBossControl.AnchorAt"/> 取得
|
||
/// (图的 lambda 不得闭包捕获实例)。BossBase 在 Awake 解析本组件并转发。
|
||
/// </summary>
|
||
public sealed class BossArenaAnchors : MonoBehaviour
|
||
{
|
||
[Tooltip("锚点物体(顺序即下标,AI 图按下标引用)")]
|
||
[SerializeField] private Transform[] _anchors;
|
||
|
||
public int Count => _anchors != null ? _anchors.Length : 0;
|
||
|
||
/// <summary>取第 index 个锚点坐标。下标越界或漏配即抛——不静默回退到自身位置。</summary>
|
||
public Vector2 At(int index)
|
||
{
|
||
if (_anchors == null || index < 0 || index >= _anchors.Length)
|
||
throw new System.IndexOutOfRangeException(
|
||
$"[BossArenaAnchors] {name} 请求锚点下标 {index},但只配了 {Count} 个。" +
|
||
"请在 Inspector 补齐锚点,或修正 AI 图里的下标。");
|
||
var t = _anchors[index];
|
||
if (t == null)
|
||
throw new System.InvalidOperationException(
|
||
$"[BossArenaAnchors] {name} 第 {index} 个锚点为空引用。请在 Inspector 指定。");
|
||
return t.position;
|
||
}
|
||
|
||
#if UNITY_EDITOR
|
||
private void OnValidate()
|
||
{
|
||
if (_anchors == null) return;
|
||
for (int i = 0; i < _anchors.Length; i++)
|
||
if (_anchors[i] == null)
|
||
Debug.LogError($"[BossArenaAnchors] {name} 第 {i} 个锚点未指定。", this);
|
||
}
|
||
|
||
private void OnDrawGizmosSelected()
|
||
{
|
||
if (_anchors == null) return;
|
||
Gizmos.color = new Color(1f, 0.8f, 0.2f, 0.9f);
|
||
for (int i = 0; i < _anchors.Length; i++)
|
||
{
|
||
if (_anchors[i] == null) continue;
|
||
Gizmos.DrawWireSphere(_anchors[i].position, 0.35f);
|
||
UnityEditor.Handles.Label(_anchors[i].position, $"anchor {i}");
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 2: `BossBase` 解析锚点组件并实现两个 facet 成员**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Boss/BossBase.cs`:
|
||
|
||
1. 在 `_phaseGate` 字段之后追加:
|
||
|
||
```csharp
|
||
[Header("竞技场锚点(可选)")]
|
||
[Tooltip("定点走位用的锚点集合;AI 图未用到锚点片段时可留空")]
|
||
[SerializeField] private BossArenaAnchors _arenaAnchors;
|
||
```
|
||
|
||
2. `Awake()` 里,在 `_phaseGate` 解析之后追加:
|
||
|
||
```csharp
|
||
if (_arenaAnchors == null) _arenaAnchors = GetComponentInChildren<BossArenaAnchors>(true);
|
||
```
|
||
|
||
3. 在 `ResourceFull` 属性之后追加两个 facet 成员:
|
||
|
||
```csharp
|
||
/// <summary>第 index 个竞技场锚点坐标。IBossControl 实现。未挂锚点组件即抛——
|
||
/// AI 图用了锚点片段却没配锚点是配置错误,必须暴露而非回退到自身位置。</summary>
|
||
public Vector2 AnchorAt(int index) => RequireAnchors().At(index);
|
||
|
||
/// <summary>当前位置到第 index 个锚点的距离。IBossControl 实现。</summary>
|
||
public float DistanceToAnchor(int index)
|
||
=> Vector2.Distance(transform.position, RequireAnchors().At(index));
|
||
|
||
private BossArenaAnchors RequireAnchors()
|
||
=> _arenaAnchors != null ? _arenaAnchors : throw new System.InvalidOperationException(
|
||
$"[BossBase] '{name}' 的 AI 图使用了竞技场锚点,但未挂 BossArenaAnchors 组件。" +
|
||
"请挂上该组件并配好锚点,或从 AI 图里移除锚点片段。");
|
||
```
|
||
|
||
4. 顶部 using 区确认已有 `using UnityEngine;`(现有代码已用 `SerializeField`,必然已有)。
|
||
|
||
> `BossBase` 已在 Task 2 声明实现 `BaseGames.AI.IBossControl`,本步补齐新增的两个成员。
|
||
|
||
- [ ] **Step 4: 编译检查**
|
||
|
||
MCP `unity_get_compilation_errors`。期望 0 errors 0 warnings(Task 9 的报错此时消解)。
|
||
|
||
- [ ] **Step 5: 全量回归 + 提交(含 Task 9)**
|
||
|
||
`Run All` 期望全绿。
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/AI/AiSignal.cs \
|
||
Assets/_Game/Scripts/AI/IBossControl.cs \
|
||
Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs \
|
||
Assets/_Game/Scripts/Enemies/AIBrain/Modules/BossFragments.cs \
|
||
Assets/_Game/Scripts/Enemies/AIBrain/Modules/BossFragments.cs.meta \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossArenaAnchors.cs \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossArenaAnchors.cs.meta \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossBase.cs \
|
||
Assets/Tests/EditMode/AI/Fakes/FakeBossControl.cs
|
||
git commit -m "feat(ai): Boss 图共享片段 + 竞技场锚点 + AiSignal.Engaged
|
||
|
||
BossFragments:阶段过渡 / 逼近选招 / 移动到锚点三个静态建态片段。
|
||
ApproachAttackEngagement 的建态逻辑提为 internal static Declare(态名参数化),
|
||
模块路径与 Boss 图路径共用同一份行为,Boss 可建多组(地面组/空中组)。
|
||
|
||
锚点坐标经 IBossControl.AnchorAt / DistanceToAnchor 暴露,不走黑板——
|
||
EnemyAiBrain._context 是私有的(BossBase 无从写入),且 ResetScratch 会清黑板
|
||
带来隐式时序约束。锚点本就是 Boss 专属知识,归 Boss facet 更直。
|
||
锚点漏配 / 下标越界显式抛,不回退到自身位置。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 11: `ChaoFengAi` 定制图
|
||
|
||
**Files:**
|
||
- Create: `Assets/_Game/Scripts/Enemies/AIBrain/Ai/ChaoFengAi.cs`
|
||
- Test: `Assets/Tests/EditMode/AI/ChaoFengAiTests.cs`
|
||
|
||
- [ ] **Step 1: 写失败测试**
|
||
|
||
`Assets/Tests/EditMode/AI/ChaoFengAiTests.cs`:
|
||
|
||
```csharp
|
||
using NUnit.Framework;
|
||
using BaseGames.AI;
|
||
using BaseGames.Enemies;
|
||
|
||
namespace BaseGames.Tests.EditMode.AI
|
||
{
|
||
public class ChaoFengAiTests
|
||
{
|
||
static AiRuntime Run(FakeAiContext ctx)
|
||
=> new AiRuntime(new ChaoFengAi().GetOrBuildGraph(), ctx);
|
||
|
||
static FakeAiContext Ctx()
|
||
{
|
||
var c = new FakeAiContext();
|
||
c.S.Chase = true; // 竞技场内玩家恒在追逐区
|
||
c.S.Vision = true;
|
||
return c;
|
||
}
|
||
|
||
[Test]
|
||
public void StartsInWait_UntilEngaged()
|
||
{
|
||
var ctx = Ctx();
|
||
var rt = Run(ctx);
|
||
|
||
Assert.AreEqual(ChaoFengAi.Wait, rt.CurrentStateName);
|
||
rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.Wait, rt.CurrentStateName, "未开战前不应自行进入战斗");
|
||
}
|
||
|
||
[Test]
|
||
public void Engaged_EntersIntro_ThenGround()
|
||
{
|
||
var ctx = Ctx();
|
||
var rt = Run(ctx);
|
||
|
||
rt.Send(AiSignal.Engaged);
|
||
Assert.AreEqual(ChaoFengAi.Intro, rt.CurrentStateName);
|
||
CollectionAssert.Contains(ctx.C.Used, ChaoFengAi.IntroAbility);
|
||
|
||
ctx.C.Running = null; // 入场演出播完
|
||
rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.Ground, rt.CurrentStateName);
|
||
}
|
||
|
||
[Test]
|
||
public void Ground_ApproachAttackLoop()
|
||
{
|
||
var ctx = Ctx();
|
||
var rt = Run(ctx);
|
||
rt.Send(AiSignal.Engaged);
|
||
ctx.C.Running = null; rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.Ground, rt.CurrentStateName);
|
||
|
||
ctx.C.Eligible = true;
|
||
rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.GroundAttack, rt.CurrentStateName);
|
||
CollectionAssert.Contains(ctx.C.Used, "best");
|
||
|
||
ctx.C.Running = null; // 招式打完
|
||
rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.Ground, rt.CurrentStateName);
|
||
}
|
||
|
||
[Test]
|
||
public void HpBelowHalf_TransitionsToAirPhase()
|
||
{
|
||
var ctx = Ctx();
|
||
var rt = Run(ctx);
|
||
rt.Send(AiSignal.Engaged);
|
||
ctx.C.Running = null; rt.Tick(0.1f);
|
||
|
||
ctx.V.Hp = 0.4f;
|
||
rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.PhaseTx, rt.CurrentStateName);
|
||
Assert.AreEqual(1, ctx.B.BeginCallCount, "阶段过渡只应发起一次");
|
||
Assert.AreEqual(1, ctx.B.LastTargetPhase);
|
||
|
||
rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.PhaseTx, rt.CurrentStateName, "过渡期间不得提前转出");
|
||
Assert.AreEqual(1, ctx.B.BeginCallCount, "过渡期间不得重复发起");
|
||
|
||
ctx.B.Transitioning = false; // 过渡结束
|
||
rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName);
|
||
}
|
||
|
||
[Test]
|
||
public void Air_HoverAttackLoop()
|
||
{
|
||
var ctx = Ctx();
|
||
var rt = Run(ctx);
|
||
rt.Send(AiSignal.Engaged);
|
||
ctx.C.Running = null; rt.Tick(0.1f);
|
||
ctx.V.Hp = 0.4f; rt.Tick(0.1f);
|
||
ctx.B.Transitioning = false; rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName);
|
||
|
||
ctx.C.Eligible = true;
|
||
rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.AirAttack, rt.CurrentStateName);
|
||
|
||
ctx.C.Running = null;
|
||
rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName);
|
||
}
|
||
|
||
[Test]
|
||
public void Died_GoesToDeathFromAnyState()
|
||
{
|
||
var ctx = Ctx();
|
||
var rt = Run(ctx);
|
||
rt.Send(AiSignal.Engaged);
|
||
|
||
rt.Send(AiSignal.Died);
|
||
Assert.AreEqual(ChaoFengAi.Death, rt.CurrentStateName);
|
||
}
|
||
|
||
[Test]
|
||
public void AirPhase_DoesNotFallBackToGround()
|
||
{
|
||
// 阶段单向推进:进了空中阶段就不再回地面阶段(招池已换)
|
||
var ctx = Ctx();
|
||
var rt = Run(ctx);
|
||
rt.Send(AiSignal.Engaged);
|
||
ctx.C.Running = null; rt.Tick(0.1f);
|
||
ctx.V.Hp = 0.4f; rt.Tick(0.1f);
|
||
ctx.B.Transitioning = false; rt.Tick(0.1f);
|
||
|
||
ctx.V.Hp = 0.9f; // 即使血量回升
|
||
for (int i = 0; i < 5; i++) rt.Tick(0.1f);
|
||
Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName);
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 2: 跑测试确认失败**
|
||
|
||
Test Runner → EditMode → `ChaoFengAiTests`。期望:编译失败(`ChaoFengAi` 不存在)。
|
||
|
||
> 若 `AiRuntime` 的事件入口不是 `Send(AiSignal)`,打开 `Assets/_Game/Scripts/AI/AiRuntime.cs`
|
||
> 确认实际方法名并统一改测试(`EnemyAiBrain.Send` 是对它的转发,方法名应一致)。
|
||
|
||
- [ ] **Step 3: 写 `ChaoFengAi`**
|
||
|
||
`Assets/_Game/Scripts/Enemies/AIBrain/Ai/ChaoFengAi.cs`:
|
||
|
||
```csharp
|
||
using BaseGames.AI;
|
||
|
||
namespace BaseGames.Enemies
|
||
{
|
||
/// <summary>
|
||
/// 嘲风的 AI 图(定制路径:Boss 数量少、彼此差异大,手写图而非配方)。
|
||
///
|
||
/// 阶段 0(地面):逼近 ↔ 选招。四个地面招由 BossPhaseAbilityGate 在阶段 0 放行。
|
||
/// 阶段 1(空中):悬停 ↔ 选招。风石由阶段门在阶段 1 放行,地面四招被禁用。
|
||
///
|
||
/// 招式的射程 / 冷却 / 权重全归各能力自己的 EnemyAbilitySO;本图只决定
|
||
/// 「什么时候该逼近、什么时候该出手、什么时候该换阶段」。
|
||
/// 死亡不在本图:EnemyBase.PerformDeath 发 Died 事件,全局边把决策停在 Death 终态。
|
||
/// </summary>
|
||
[AiDefinition("ChaoFeng")]
|
||
public sealed class ChaoFengAi : AiScript
|
||
{
|
||
public const string Wait = "Wait";
|
||
public const string Intro = "Intro";
|
||
public const string Ground = "Ground";
|
||
public const string GroundAttack = "GroundAttack";
|
||
public const string PhaseTx = "PhaseTransition";
|
||
public const string Air = "Air";
|
||
public const string AirAttack = "AirAttack";
|
||
public const string Death = "Death";
|
||
|
||
/// <summary>入场演出能力 id(对应 ABL_ChaoFeng_Intro 资产的 abilityId)。</summary>
|
||
public const string IntroAbility = "chaofeng_intro";
|
||
|
||
/// <summary>空中阶段的血量阈值。</summary>
|
||
private const float AirPhaseHpRatio = 0.5f;
|
||
|
||
/// <summary>阶段过渡无敌时长,须 ≥ 浮空上升时长 + 缓冲。</summary>
|
||
private const float PhaseTxInvincible = 2f;
|
||
|
||
protected override void Build(BrainBuilder b)
|
||
{
|
||
b.Entry(Wait);
|
||
|
||
// 竞技场触发前静置:不巡逻、不警觉(Boss 不搜敌,等玩家进场)
|
||
AiStateFragments.Locomotion(b, Wait, LocomotionMode.Idle)
|
||
.To(Intro).OnEvent(AiSignal.Engaged);
|
||
|
||
// 入场演出:一次性能力,播完进战
|
||
AiStateFragments.AbilityOnce(b, Intro, IntroAbility)
|
||
.To(Ground).When(x => !x.Combat.IsAbilityRunning(IntroAbility), "introDone");
|
||
|
||
// 阶段 0(地面):逼近 ↔ 选招。rest 指回自身——Boss 不脱战。
|
||
BossFragments.ApproachAttack(b, Ground, GroundAttack, rest: Ground)
|
||
.To(PhaseTx).When(x => x.Vitals.HpBelow(AirPhaseHpRatio), "hp<50%");
|
||
|
||
// 阶段过渡:无敌 + 浮空演出由 ChaoFengBoss.OnBeginPhaseTransition 承担
|
||
BossFragments.PhaseTransition(b, PhaseTx, targetPhase: 1, invincibleDuration: PhaseTxInvincible)
|
||
.To(Air).When(x => !x.Boss.IsPhaseTransitioning, "txDone");
|
||
|
||
// 阶段 1(空中):悬停朝向玩家 ↔ 选招。阶段单向推进,不回地面阶段。
|
||
AiStateFragments.Locomotion(b, Air, LocomotionMode.Face)
|
||
.To(AirAttack).When(x => x.Combat.HasEligibleAttack(), "attackInRange");
|
||
|
||
// 与地面攻击态同语义:起手就打完,不挂脱战边
|
||
b.DeclareState(AirAttack)
|
||
.OnEnter(x => { x.Locomotion.Stop(); x.Combat.UseBestAttack(); })
|
||
.OnExit (x => x.Combat.InterruptAbilities())
|
||
.To(Air).When(x => !x.Combat.IsAbilityRunning(), "attackDone");
|
||
|
||
// 死亡终态:演出走物理层(ChaoFengBoss.Die 的击败序列)
|
||
AiStateFragments.Terminal(b, Death);
|
||
b.Global().To(Death).OnEvent(AiSignal.Died);
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 4: 跑测试确认通过**
|
||
|
||
Test Runner → EditMode → `ChaoFengAiTests`。期望:7 passed。
|
||
|
||
- [ ] **Step 5: 确认注册表能发现它**
|
||
|
||
Test Runner → EditMode → `AiDefinitionRegistryTests`。期望全绿。
|
||
另在 Unity Console 里确认 `AiDefinitionRegistry` 的 id 列表包含 `ChaoFeng`
|
||
(若注册表有调试打印入口则用它;否则在 Task 15 放置嘲风时由 `_definitionId` 下拉验证)。
|
||
|
||
- [ ] **Step 6: 全量回归 + 提交**
|
||
|
||
`Run All` 期望全绿。
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Enemies/AIBrain/Ai/ChaoFengAi.cs \
|
||
Assets/_Game/Scripts/Enemies/AIBrain/Ai/ChaoFengAi.cs.meta \
|
||
Assets/Tests/EditMode/AI/ChaoFengAiTests.cs \
|
||
Assets/Tests/EditMode/AI/ChaoFengAiTests.cs.meta
|
||
git commit -m "feat(enemy): 嘲风 AI 图(BrainGraph 定制路径)
|
||
|
||
Wait →(Engaged) Intro → Ground⇄GroundAttack →(hp<50%) PhaseTx → Air⇄AirAttack。
|
||
Boss 不脱战(rest 指回自身)、阶段单向推进、起手就打完。
|
||
死亡不在图上:全局 Died 边进 Death 终态,演出归物理层。
|
||
7 条 EditMode 断言覆盖状态序列、过渡只发起一次、血量回升不回退阶段。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 12: `BossFightTrigger` 开战触发
|
||
|
||
**Files:**
|
||
- Create: `Assets/_Game/Scripts/Enemies/Boss/BossFightTrigger.cs`
|
||
|
||
- [ ] **Step 1: 建触发器**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Boss/BossFightTrigger.cs`:
|
||
|
||
```csharp
|
||
using UnityEngine;
|
||
using BaseGames.AI;
|
||
using BaseGames.Core.Events;
|
||
|
||
namespace BaseGames.Enemies
|
||
{
|
||
/// <summary>
|
||
/// Boss 开战触发:玩家进入竞技场触发区时,广播开战事件并让 Boss 的决策层从静置态进战。
|
||
/// 此前 EVT_BossFightStarted 全项目零发送方,Boss 永远不会开战。
|
||
///
|
||
/// 放在 Boss 房间入口的触发区上(Collider2D + isTrigger)。只触发一次。
|
||
/// </summary>
|
||
[RequireComponent(typeof(Collider2D))]
|
||
public sealed class BossFightTrigger : MonoBehaviour
|
||
{
|
||
[Header("目标 Boss")]
|
||
[Tooltip("要唤醒的 Boss 的决策层组件")]
|
||
[SerializeField] private EnemyAiBrain _bossBrain;
|
||
|
||
[Header("事件频道")]
|
||
[Tooltip("EVT_BossFightStarted — payload 为 bossId,驱动 BGM / 状态机 / HUD")]
|
||
[SerializeField] private StringEventChannelSO _onBossFightStarted;
|
||
[Tooltip("EVT_BossFightToggled — true 表示开始,驱动 Boss 血条与 BGM 切换")]
|
||
[SerializeField] private BoolEventChannelSO _onBossFightToggled;
|
||
|
||
[Header("标识")]
|
||
[Tooltip("Boss id,与 BossBase._bossId 一致")]
|
||
[SerializeField] private string _bossId;
|
||
|
||
[Header("触发条件")]
|
||
[Tooltip("玩家所在的层")]
|
||
[SerializeField] private LayerMask _playerLayers;
|
||
|
||
private bool _fired;
|
||
|
||
private void Awake()
|
||
{
|
||
var col = GetComponent<Collider2D>();
|
||
if (!col.isTrigger)
|
||
Debug.LogError($"[BossFightTrigger] {name} 的 Collider2D 未勾选 Is Trigger,无法触发开战。", this);
|
||
if (_bossBrain == null)
|
||
Debug.LogError($"[BossFightTrigger] {name} 未指定目标 Boss 的 EnemyAiBrain,开战不会生效。", this);
|
||
if (string.IsNullOrEmpty(_bossId))
|
||
Debug.LogError($"[BossFightTrigger] {name} 未填 bossId,BGM / 血条无法定位该 Boss。", this);
|
||
}
|
||
|
||
private void OnTriggerEnter2D(Collider2D other)
|
||
{
|
||
if (_fired) return;
|
||
if ((_playerLayers.value & (1 << other.gameObject.layer)) == 0) return;
|
||
|
||
_fired = true;
|
||
_onBossFightStarted?.Raise(_bossId);
|
||
_onBossFightToggled?.Raise(true);
|
||
_bossBrain.Send(AiSignal.Engaged);
|
||
}
|
||
|
||
/// <summary>供存档回载 / 重试时复位(Boss 未被击败则重新可触发)。</summary>
|
||
public void ResetTrigger() => _fired = false;
|
||
}
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 2: 确认 `EnemyAiBrain.Send` 存在且为 public**
|
||
|
||
打开 `Assets/_Game/Scripts/Enemies/AIBrain/EnemyAiBrain.cs`,确认 `public void Send(AiSignal)`。
|
||
若不存在,按 `EnemyBase.StopBehaviorTree` 里 `_brain?.Send(...)` 的调用形态补一个 public 转发。
|
||
|
||
- [ ] **Step 3: 编译检查 + 提交**
|
||
|
||
MCP `unity_get_compilation_errors` 期望 0/0。
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Enemies/Boss/BossFightTrigger.cs \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossFightTrigger.cs.meta
|
||
git commit -m "feat(enemy): BossFightTrigger——补上缺失的开战触发
|
||
|
||
EVT_BossFightStarted 此前全项目零发送方,Boss 永远不开战。
|
||
触发时广播开战事件并向 Boss 决策层发 AiSignal.Engaged。
|
||
漏配目标 Brain / bossId / isTrigger 一律显式报错。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 13: `CharacterWizardWindow` Boss 页改造
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs`
|
||
|
||
**为什么必须改**:它是 5 个空 `BossSkillSO` 资产的创建链路。不改则改完代码仍会源源不断产出旧轨资产(CLAUDE.md 第 2、6 条)。
|
||
|
||
- [ ] **Step 1: 删死引用**
|
||
|
||
1. 删第 8 行 `using BaseGames.Boss;`(仅为 `BossSkillSO` 而存在)。
|
||
2. 删第 80 行的 `_bossId` 字段及其 `// kept for legacy SkillSequenceSO queries if any` 注释
|
||
(死字段 + 行为树/旧轨残留注释)。若编译报有其他引用,一并清掉。
|
||
|
||
- [ ] **Step 2: 改招式定义表**
|
||
|
||
把 `ChaoFengSkillDefs`(约第 709–716 行)替换为:
|
||
|
||
```csharp
|
||
/// <summary>
|
||
/// 嘲风能力集。阶段可用性不在 SO 上——由 BossPhaseAbilityGate 承载
|
||
/// (见放置工具 PlaceChaoFeng),这里只记录供说明文本使用。
|
||
/// rangeRadius 必须 > 0:category==Attack 且射程为 0 的招永远够不着玩家,
|
||
/// EnemyAbilitySO.Validate 与 EnemyBase.BuildAttackSelector 都会显式报错。
|
||
/// </summary>
|
||
private static readonly (string name, string id, System.Type soType,
|
||
float rangeRadius, float cooldown, float weight, int phase)[]
|
||
ChaoFengAbilityDefs =
|
||
{
|
||
("Intro", "chaofeng_intro", typeof(PlayClipAbilitySO), 0f, 0f, 0f, -1),
|
||
("Boomerang", "boomerang", typeof(PlayClipAbilitySO), 9f, 4.0f, 1.0f, 0),
|
||
("FanCombo", "fan_combo", typeof(EnemyAbilitySO), 2.5f, 2.5f, 1.5f, 0),
|
||
("TornadoSmall", "tornado_small", typeof(PlayClipAbilitySO), 8f, 3.5f, 1.2f, 0),
|
||
("TornadoLarge", "tornado_large", typeof(PlayClipAbilitySO), 12f, 6.0f, 0.8f, 0),
|
||
("WindStone", "wind_stone", typeof(PlayClipAbilitySO), 12f, 3.0f, 1.0f, 1),
|
||
};
|
||
```
|
||
|
||
说明:
|
||
- `Intro` 是入场演出,`phase = -1` 表示不进选招池(`category` 保持 `None`、`rangeRadius = 0`)。
|
||
- `FanCombo` 是多段近战,用基类 `EnemyAbilitySO` 配 `attackSequence`(`MeleeAttackAbility` 消费)。
|
||
- 其余四招是「播 clip,判定与生成靠动画事件」,用 `PlayClipAbilitySO`。
|
||
|
||
- [ ] **Step 3: 改资产工厂**
|
||
|
||
把 `CreateChaoFengSkillSO`(约第 692–706 行)替换为:
|
||
|
||
```csharp
|
||
private static void CreateChaoFengAbilitySO(
|
||
string abilityName, string abilityId, System.Type soType,
|
||
float rangeRadius, float cooldown, float weight, int phase)
|
||
{
|
||
const string dir = "Assets/_Game/Data/Enemies/ChaoFeng/Abilities";
|
||
string name = $"ABL_ChaoFeng_{abilityName}";
|
||
|
||
var so = EditorScaffoldUtils.CreateSOAsset(soType, dir, name) as EnemyAbilitySO;
|
||
if (so == null) return;
|
||
|
||
so.abilityId = abilityId;
|
||
so.designNote = phase < 0
|
||
? "入场演出,不进选招池"
|
||
: $"阶段 {phase} 招式;阶段可用性由 BossPhaseAbilityGate 配置";
|
||
so.cooldown = cooldown;
|
||
|
||
if (phase < 0)
|
||
{
|
||
so.category = AbilityCategory.None;
|
||
so.rangeRadius = 0f;
|
||
so.weight = 0f;
|
||
}
|
||
else
|
||
{
|
||
so.category = AbilityCategory.Attack;
|
||
so.rangeRadius = rangeRadius; // 必须 > 0,否则选招器永远选不中
|
||
so.weight = weight;
|
||
}
|
||
|
||
EditorUtility.SetDirty(so);
|
||
AssetDatabase.SaveAssets();
|
||
}
|
||
```
|
||
|
||
✔ 无需新增辅助:`EditorScaffoldUtils.CreateSOAsset(System.Type soType, string folder, string assetName)`
|
||
**已存在**(`Assets/_Game/Scripts/Editor/Shared/EditorScaffoldUtils.cs:178`,返回 `ScriptableObject`,
|
||
与泛型版同样是"已存在则返回 null 不覆盖")。上面代码里的 `as EnemyAbilitySO` 强转即依赖它。
|
||
|
||
- [ ] **Step 4: 改一键创建与提示文案**
|
||
|
||
把 `CreateAllChaoFengSOs`(约第 718–727 行)替换为:
|
||
|
||
```csharp
|
||
private static void CreateAllChaoFengSOs()
|
||
{
|
||
CreateChaoFengStatsSO();
|
||
CreateChaoFengAnimConfigSO();
|
||
foreach (var (n, id, t, r, cd, w, ph) in ChaoFengAbilityDefs)
|
||
CreateChaoFengAbilitySO(n, id, t, r, cd, w, ph);
|
||
AssetDatabase.SaveAssets();
|
||
EditorUtility.DisplayDialog("创建完成",
|
||
"全部嘲风 SO 已创建(已存在的跳过)。\n" +
|
||
"接下来:\n" +
|
||
"1. 用「放置嘲风到场景并绑定 SO」生成组件树;\n" +
|
||
"2. 检查 EnemyAiBrain._definitionId = ChaoFeng;\n" +
|
||
"3. 检查各能力组件的 _config 已绑定对应 ABL_ 资产;\n" +
|
||
"4. 在 BossPhaseAbilityGate 上确认阶段表(地面四招=阶段0,风石=阶段1)。",
|
||
"确定");
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 5: 改工厂按钮与状态面板**
|
||
|
||
1. `BuildBossTab` 里的 factory 循环(约第 333–338 行)改为:
|
||
|
||
```csharp
|
||
foreach (var (abName, abId, soType, r, cd, w, ph) in ChaoFengAbilityDefs)
|
||
{
|
||
string cName = abName; string cId = abId; System.Type cType = soType;
|
||
float cR = r, cCd = cd, cW = w; int cPh = ph;
|
||
factory.Add(MakeFactoryButton($"ABL_ChaoFeng_{cName}.asset",
|
||
() => { CreateChaoFengAbilitySO(cName, cId, cType, cR, cCd, cW, cPh); RefreshSOStatus(); }));
|
||
}
|
||
```
|
||
|
||
2. `BuildBossStatus`(约第 785–801 行)的 `foreach` 改为:
|
||
|
||
```csharp
|
||
foreach (var (abName, _, _, _, _, _, _) in ChaoFengAbilityDefs)
|
||
checks.Add(($"ABL_ChaoFeng_{abName}",
|
||
FindAtPath<EnemyAbilitySO>($"{ablDir}/ABL_ChaoFeng_{abName}.asset")));
|
||
```
|
||
|
||
3. 在该 `foreach` 之后追加一行 AI 图状态检查:
|
||
|
||
```csharp
|
||
// AI 图是代码定义的(定制路径),没有资产可查——用注册表确认它被反射收集到了
|
||
bool hasAiGraph = System.Array.IndexOf(BaseGames.AI.AiDefinitionRegistry.Ids, "ChaoFeng") >= 0;
|
||
_bossStatusPanel.Add(MakeStatusGrid(checks.ToArray()));
|
||
_bossStatusPanel.Add(new UnityEngine.UIElements.Label(
|
||
hasAiGraph ? "✔ AI 图 ChaoFengAi 已注册(定制路径 _definitionId = ChaoFeng)"
|
||
: "✘ AI 图 ChaoFengAi 未注册——检查 [AiDefinition(\"ChaoFeng\")] 特性"));
|
||
```
|
||
|
||
并把原来那行单独的 `_bossStatusPanel.Add(MakeStatusGrid(checks.ToArray()));` 删掉(已并入上面)。
|
||
|
||
⚠️ `AiDefinitionRegistry.Ids` 的实际成员名以 `Assets/_Game/Scripts/AI/AiDefinitionRegistry.cs` 为准,
|
||
按实际签名调整;语义是「注册表里有没有 ChaoFeng」。
|
||
|
||
- [ ] **Step 6: 改跳转按钮与放置说明**
|
||
|
||
1. 删第 365 行 `jumpGroup.Add(MakeJumpButton("Boss 技能序列查看器", BossSkillSequenceWindow.OpenWindow));`
|
||
(该窗口将在 Task 20 删除)。
|
||
2. 第 367 行标签改为 `"Data Hub(敌人 / 能力)"`。
|
||
3. 第 348 行的 `MakeHelpBox` 文案改为:
|
||
|
||
```csharp
|
||
root.Add(MakeHelpBox("放置嘲风完整组件树(ChaoFengBoss + 浮空控制器 + 击倒计数 + " +
|
||
"EnemyAiBrain + BossPhaseAbilityGate + 5 个能力组件 + " +
|
||
"Phase1 HitBox × 4 + 炮口 × 3)。"));
|
||
```
|
||
|
||
- [ ] **Step 7: 编译检查**
|
||
|
||
MCP `unity_get_compilation_errors`。期望 0 errors 0 warnings。
|
||
⚠️ 此时状态面板会显示 5 个 `ABL_ChaoFeng_*` 缺失——**这是正确的**:磁盘上那 5 个是 `BossSkillSO`,
|
||
不是 `EnemyAbilitySO`。Task 15 会删旧建新。
|
||
|
||
- [ ] **Step 8: 提交**
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs
|
||
git commit -m "refactor(editor): 角色向导 Boss 页改产出 EnemyAbilitySO
|
||
|
||
该向导是 5 个空 BossSkillSO 资产的创建链路——不改则会持续产出旧轨资产。
|
||
招式表扩为带 soType / rangeRadius / cooldown / weight 的形式(与
|
||
GetEnemyAbilityDefs 对齐),阶段可用性移交 BossPhaseAbilityGate。
|
||
产出时强制 rangeRadius > 0,不把责任推给下游作者。
|
||
状态面板改查 EnemyAbilitySO,并新增 AI 图注册状态一行。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 14: `SceneObjectPlacerTool.PlaceChaoFeng` 改造
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs`
|
||
|
||
- [ ] **Step 1: 换组件:执行器 → 决策层 + 阶段门 + 能力组件**
|
||
|
||
把第 1089 行:
|
||
|
||
```csharp
|
||
BossSkillExecutor skillExec = GetOrAddComponent<BossSkillExecutor>(go);
|
||
```
|
||
|
||
替换为:
|
||
|
||
```csharp
|
||
EnemyAiBrain brain = GetOrAddComponent<EnemyAiBrain>(go);
|
||
BossPhaseAbilityGate phaseGate = GetOrAddComponent<BossPhaseAbilityGate>(go);
|
||
// 五个招式各一个能力组件(Intro 与四个地面/空中招)
|
||
var abIntro = GetOrAddComponent<PlayClipAbility>(GetOrCreateChild(go.transform, "ABL_Intro").gameObject);
|
||
var abFan = GetOrAddComponent<MeleeAttackAbility>(GetOrCreateChild(go.transform, "ABL_FanCombo").gameObject);
|
||
var abBoomer = GetOrAddComponent<PlayClipAbility>(GetOrCreateChild(go.transform, "ABL_Boomerang").gameObject);
|
||
var abTornadoS = GetOrAddComponent<PlayClipAbility>(GetOrCreateChild(go.transform, "ABL_TornadoSmall").gameObject);
|
||
var abTornadoL = GetOrAddComponent<PlayClipAbility>(GetOrCreateChild(go.transform, "ABL_TornadoLarge").gameObject);
|
||
var abWind = GetOrAddComponent<PlayClipAbility>(GetOrCreateChild(go.transform, "ABL_WindStone").gameObject);
|
||
```
|
||
|
||
> 一招一个子物体:`EnemyAbilityBase` 带 `[DisallowMultipleComponent]`,同一物体上放不了两个
|
||
> 同类型能力(四个 `PlayClipAbility`)。`EnemyAbilityRegistry.CollectFrom(gameObject)` 是
|
||
> 递归收集,子物体上的能力同样会被注册。
|
||
|
||
- [ ] **Step 2: 改 HitBox 注释**
|
||
|
||
第 1098 行注释改为:
|
||
|
||
```csharp
|
||
// Phase1 攻击 HitBox(默认禁用;由能力按 EnemyAttackSO.hitBoxSlot 归一化时机开关)。
|
||
```
|
||
|
||
- [ ] **Step 3: 删执行器接线,改绑能力 `_config`**
|
||
|
||
删第 1125 行 `AssignReference(skillExec, "_animancer", animancer, report);`。
|
||
|
||
把第 1161–1175 行(收集 `BossSkillSO` 赋给执行器那一整段,含 `AssignString(skillExec, "_bossId", ...)`
|
||
与 `AssignObjectArray(skillExec, "_hitBoxes", ...)`)替换为:
|
||
|
||
```csharp
|
||
// 决策层:Boss 走定制路径(AiScript),不用配方
|
||
AssignString(brain, "_definitionId", "ChaoFeng", report);
|
||
|
||
// 能力 SO 绑定(一招一组件)
|
||
var abilityWiring = new (Object comp, string assetName)[]
|
||
{
|
||
(abIntro, "ABL_ChaoFeng_Intro"),
|
||
(abFan, "ABL_ChaoFeng_FanCombo"),
|
||
(abBoomer, "ABL_ChaoFeng_Boomerang"),
|
||
(abTornadoS, "ABL_ChaoFeng_TornadoSmall"),
|
||
(abTornadoL, "ABL_ChaoFeng_TornadoLarge"),
|
||
(abWind, "ABL_ChaoFeng_WindStone"),
|
||
};
|
||
foreach (var (comp, assetName) in abilityWiring)
|
||
{
|
||
Object so = FindFirstAsset(assetName);
|
||
if (so != null) AssignReference(comp, "_config", so, report);
|
||
else report.Add($"未找到 EnemyAbilitySO:{assetName}," +
|
||
"请先在角色向导 Boss 页「一键创建全部 ChaoFeng SO」后重新运行本放置操作。");
|
||
}
|
||
|
||
// 近战三段 HitBox 走命名槽位(EnemyAttackSO.hitBoxSlot 按名索引)
|
||
AssignHitBoxSlots(abFan, new[] { ("fan_1", fan1), ("fan_2", fan2), ("fan_3", fan3) }, report);
|
||
|
||
// 阶段招池:地面四招 = 阶段 0,风石 = 阶段 1,Intro 不受阶段管控(全阶段,但 category=None 不进选招池)
|
||
AssignPhaseGate(phaseGate, new (Object ability, int[] phases)[]
|
||
{
|
||
(abFan, new[] { 0 }),
|
||
(abBoomer, new[] { 0 }),
|
||
(abTornadoS, new[] { 0 }),
|
||
(abTornadoL, new[] { 0 }),
|
||
(abWind, new[] { 1 }),
|
||
}, report);
|
||
```
|
||
|
||
- [ ] **Step 4: 加两个反射写入辅助**
|
||
|
||
在 `SceneObjectPlacerTool` 的「敌人放置辅助方法」区(第 1199 行之后)追加:
|
||
|
||
```csharp
|
||
/// <summary>写入 MeleeAttackAbility 的命名 HitBox 槽位数组(私有序列化字段,经反射)。</summary>
|
||
private static void AssignHitBoxSlots(
|
||
BaseGames.Enemies.Abilities.MeleeAttackAbility ability,
|
||
(string slotName, BaseGames.Combat.HitBox hitBox)[] slots,
|
||
System.Collections.Generic.List<string> report)
|
||
{
|
||
if (ability == null) { report.Add("AssignHitBoxSlots:能力组件为空,跳过。"); return; }
|
||
|
||
var arr = new BaseGames.Enemies.Abilities.MeleeAttackAbility.HitBoxSlot[slots.Length];
|
||
for (int i = 0; i < slots.Length; i++)
|
||
arr[i] = new BaseGames.Enemies.Abilities.MeleeAttackAbility.HitBoxSlot
|
||
{ slotName = slots[i].slotName, hitBox = slots[i].hitBox };
|
||
|
||
var f = typeof(BaseGames.Enemies.Abilities.MeleeAttackAbility).GetField(
|
||
"_hitBoxSlots", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||
if (f == null) { report.Add("AssignHitBoxSlots:找不到 _hitBoxSlots 字段,接线失败。"); return; }
|
||
|
||
Undo.RecordObject(ability, "Assign HitBox Slots");
|
||
f.SetValue(ability, arr);
|
||
EditorUtility.SetDirty(ability);
|
||
report.Add($"✔ 已绑定 {slots.Length} 个命名 HitBox 槽位到 {ability.GetType().Name}。");
|
||
}
|
||
|
||
/// <summary>写入 BossPhaseAbilityGate 的阶段表(私有序列化字段,经反射)。</summary>
|
||
private static void AssignPhaseGate(
|
||
BaseGames.Enemies.BossPhaseAbilityGate gate,
|
||
(Object ability, int[] phases)[] entries,
|
||
System.Collections.Generic.List<string> report)
|
||
{
|
||
if (gate == null) { report.Add("AssignPhaseGate:阶段门组件为空,跳过。"); return; }
|
||
|
||
var arr = new BaseGames.Enemies.BossPhaseAbilityGate.PhaseEntry[entries.Length];
|
||
for (int i = 0; i < entries.Length; i++)
|
||
arr[i] = new BaseGames.Enemies.BossPhaseAbilityGate.PhaseEntry
|
||
{
|
||
ability = entries[i].ability as BaseGames.Enemies.Abilities.EnemyAbilityBase,
|
||
phases = entries[i].phases,
|
||
};
|
||
|
||
var f = typeof(BaseGames.Enemies.BossPhaseAbilityGate).GetField(
|
||
"_entries", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||
if (f == null) { report.Add("AssignPhaseGate:找不到 _entries 字段,接线失败。"); return; }
|
||
|
||
Undo.RecordObject(gate, "Assign Phase Gate");
|
||
f.SetValue(gate, arr);
|
||
EditorUtility.SetDirty(gate);
|
||
report.Add($"✔ 已写入阶段招池表({entries.Length} 项)。");
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 5: 接阶段门与锚点到 `BossBase`**
|
||
|
||
在第 1132 行(`AssignReference(bossBase, "_windStoneMuzzle", ...)`)之后追加:
|
||
|
||
```csharp
|
||
AssignReference(bossBase, "_phaseGate", phaseGate, report);
|
||
```
|
||
|
||
- [ ] **Step 6: 改报告文案**
|
||
|
||
把第 1186–1191 行的四条 `report.Add` 替换为:
|
||
|
||
```csharp
|
||
report.Add("★ FanCombo 三段 HitBox 已绑为命名槽位 fan_1 / fan_2 / fan_3," +
|
||
"在各 EATK_ 资产的 hitBoxSlot 里填对应名字。");
|
||
report.Add("★ 回旋扇 / 龙卷 / 风石的生成由技能 clip 上的 SpawnProjectile 动画事件驱动," +
|
||
"payload 填 boomerang / tornado_small / tornado_large / wind_stone;" +
|
||
"炮口引用留在 ChaoFengBoss 上,无需再拖到 SO。");
|
||
report.Add("★ 回旋扇收招 / 阶段过渡 / 击败演出等动画 Clip 待美术接入后在 ChaoFengBoss Inspector 指定。");
|
||
report.Add("★ AI:Boss 走定制路径,EnemyAiBrain._definitionId 已设为 ChaoFeng(对应 ChaoFengAi)。" +
|
||
"小怪才用配方(_recipe)。");
|
||
report.Add("★ 开战触发:Boss 房间入口需另放一个带 BossFightTrigger 的触发区," +
|
||
"指向本 Boss 的 EnemyAiBrain 并填 bossId=ChaoFeng,否则 Boss 不会开战。");
|
||
```
|
||
|
||
- [ ] **Step 7: 清 E004 的旧轨提示**
|
||
|
||
删第 405–407 行里那条 `report.Add("★ 挂载 BossSkillExecutor 并指定 BossSkillSO 列表(技能执行层)。");`
|
||
(E004 归属已定为精英怪,走 `ApproachAttackEngagement`,不再是 Boss 轨)。
|
||
|
||
- [ ] **Step 8: 确认 using 与编译**
|
||
|
||
文件顶部按需补 `using BaseGames.Enemies.Abilities;`(若尚未引入)。
|
||
MCP `unity_get_compilation_errors`。期望 0 errors 0 warnings。
|
||
|
||
- [ ] **Step 9: 提交**
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
|
||
git commit -m "refactor(editor): PlaceChaoFeng 改挂新轨——决策层 + 阶段门 + 能力组件
|
||
|
||
BossSkillExecutor 换为 EnemyAiBrain(_definitionId=ChaoFeng) +
|
||
BossPhaseAbilityGate + 6 个能力组件(一招一子物体,绕开
|
||
DisallowMultipleComponent)。HitBox 改绑命名槽位,阶段招池经反射写入。
|
||
顺带删掉 E004 上的 BossSkillExecutor 旧轨提示(已定为精英怪)。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 15: 重建嘲风资产与对象树,跑通并自检
|
||
|
||
**Files:**
|
||
- Delete: `Assets/_Game/Data/Enemies/ChaoFeng/Abilities/ABL_ChaoFeng_*.asset`(5 个 + `.meta`)
|
||
- Create(经向导): 同目录 6 个新 `ABL_ChaoFeng_*.asset`
|
||
- Modify: `Assets/_Game/Prefabs/Enemies/ChaoFeng/ENM_ChaoFeng.prefab`
|
||
|
||
- [ ] **Step 1: 删 5 个旧资产**
|
||
|
||
这 5 个是空 `BossSkillSO`,且新资产要占用同名路径(`CreateSOAsset` 遇同名会跳过),必须先删。
|
||
|
||
```bash
|
||
cd "E:/Works/Unity/Projects/zeling_v2"
|
||
rm Assets/_Game/Data/Enemies/ChaoFeng/Abilities/ABL_ChaoFeng_Boomerang.asset* \
|
||
Assets/_Game/Data/Enemies/ChaoFeng/Abilities/ABL_ChaoFeng_FanCombo.asset* \
|
||
Assets/_Game/Data/Enemies/ChaoFeng/Abilities/ABL_ChaoFeng_TornadoSmall.asset* \
|
||
Assets/_Game/Data/Enemies/ChaoFeng/Abilities/ABL_ChaoFeng_TornadoLarge.asset* \
|
||
Assets/_Game/Data/Enemies/ChaoFeng/Abilities/ABL_ChaoFeng_WindStone.asset*
|
||
```
|
||
|
||
回 Unity 让它刷新资产库(`Assets > Refresh` 或切窗口聚焦)。
|
||
|
||
- [ ] **Step 2: 用向导重建 6 个能力资产**
|
||
|
||
Unity 菜单打开角色向导(`CharacterWizardWindow`)→ `Boss` 页 → `★ 一键创建全部 ChaoFeng SO`。
|
||
|
||
期望:`Abilities/` 下出现 6 个资产
|
||
(`Intro` / `Boomerang` / `FanCombo` / `TornadoSmall` / `TornadoLarge` / `WindStone`),
|
||
状态面板 6 项全为 ✔,且底部显示 `✔ AI 图 ChaoFengAi 已注册`。
|
||
|
||
抽查 `ABL_ChaoFeng_FanCombo.asset`:`abilityId = fan_combo`、`category = Attack`、
|
||
`rangeRadius = 2.5`、`cooldown = 2.5`、`weight = 1.5`。
|
||
|
||
- [ ] **Step 3: 确认活动场景,放置新的嘲风对象树**
|
||
|
||
⚠️ **先确认活动场景**——场景脚手架会写入当前活动场景,跑错场景会污染错误场景。
|
||
打开 `Assets/_Game/Scenes/Testings/TestRoomA.unity` 并确保它是活动场景。
|
||
|
||
向导 `Boss` 页 → `放置嘲风到场景并绑定 SO`。
|
||
|
||
期望报告里出现:
|
||
- `✔ 已绑定 6 个能力 SO`(或 6 条 `_config` 接线成功)
|
||
- `✔ 已绑定 3 个命名 HitBox 槽位`
|
||
- `✔ 已写入阶段招池表(5 项)`
|
||
- 五条 `★` 提示(槽位 / 动画事件 payload / 待接 Clip / 定制路径 / 开战触发)
|
||
|
||
Inspector 检查新对象:`EnemyAiBrain._definitionId = ChaoFeng`、`_recipe` 为空;
|
||
`BossPhaseAbilityGate` 5 行阶段表齐全;6 个 `ABL_*` 子物体各自 `_config` 已绑。
|
||
|
||
- [ ] **Step 4: 用新对象覆盖预制体**
|
||
|
||
选中场景里新生成的嘲风根物体 → 拖到 `Assets/_Game/Prefabs/Enemies/ChaoFeng/ENM_ChaoFeng.prefab` 上覆盖
|
||
(或 `右键 > Prefab > Replace`)。
|
||
|
||
覆盖的理由:旧预制体上带 `BossSkillExecutor` 与指向已删资产的 `_skills`,
|
||
不覆盖则 Task 20 删脚本后它会变成 missing script。这也与「敌人预制体由脚手架统一产出」的既有决策一致。
|
||
|
||
- [ ] **Step 5: 放一个开战触发区**
|
||
|
||
场景里新建一个空物体 `BossFightTrigger_ChaoFeng`,加 `BoxCollider2D`(勾 `Is Trigger`)+ `BossFightTrigger`:
|
||
- `_bossBrain` → 嘲风的 `EnemyAiBrain`
|
||
- `_bossId` → `ChaoFeng`
|
||
- `_playerLayers` → `Player`
|
||
- `_onBossFightStarted` → `EVT_BossFightStarted`
|
||
- `_onBossFightToggled` → `EVT_BossFightToggled`
|
||
|
||
保存场景。
|
||
|
||
- [ ] **Step 6: 进播放模式验证**
|
||
|
||
进 Play,走进触发区。期望:
|
||
1. Console 无报错(尤其无 `IAiContext.Boss` 异常、无阶段门漏配报错)。
|
||
2. 嘲风从静置转入入场态(若 Intro clip 未接,`PlayClipAbility` 会立刻结束,直接进 `Ground`——正常)。
|
||
3. 打到 50% 血量以下时进入阶段过渡(`ChaoFengFloatController.FloatUp` 起效),过渡结束进空中阶段。
|
||
4. 用 `EnemyDebugOverlay` 观察 `CurrentStateName` 序列符合 `ChaoFengAiTests` 的断言。
|
||
|
||
⚠️ 动画 Clip 未接入时招式判定不会真正生效,这属于美术资源缺口,不是本次范围。
|
||
**只要状态机流转正确、无报错即视为通过**,并把观察到的状态序列记进提交说明。
|
||
|
||
- [ ] **Step 7: 跑三件自检**
|
||
|
||
- `BaseGames/Tools/Validation/Validate All ScriptableObjects` → 期望 0 error
|
||
(尤其 `EnemyAbilitySO.Validate` 对 `category==Attack && rangeRadius<=0` 的报错不应出现)
|
||
- `BaseGames/Addressables/Validate Address Keys` → 期望 0 error
|
||
- `BaseGames/Tools/Maintenance/Physics2D Layer Matrix/Check` → 期望通过
|
||
|
||
- [ ] **Step 8: 提交**
|
||
|
||
```bash
|
||
git add -A Assets/_Game/Data/Enemies/ChaoFeng/ \
|
||
Assets/_Game/Prefabs/Enemies/ChaoFeng/ \
|
||
Assets/_Game/Scenes/Testings/TestRoomA.unity
|
||
git commit -m "feat(enemy): 嘲风迁移到新轨——能力资产 + 对象树 + 开战触发
|
||
|
||
删 5 个空 BossSkillSO,用向导重建 6 个 EnemyAbilitySO(含入场演出)。
|
||
预制体经放置工具重新产出:EnemyAiBrain(_definitionId=ChaoFeng) +
|
||
BossPhaseAbilityGate + 6 个能力组件,不再有 BossSkillExecutor。
|
||
TestRoomA 加开战触发区。三件自检 0 error。
|
||
|
||
验证:状态序列 Wait →(进触发区) Intro → Ground⇄GroundAttack →
|
||
(hp<50%) PhaseTransition → Air⇄AirAttack,无报错。
|
||
动画 Clip 待美术接入,判定时序届时再校。"
|
||
```
|
||
|
||
---
|
||
|
||
# 阶段二:删旧轨
|
||
|
||
> ⚠️ 顺序不可乱:先改引用方(Task 16–18),再删被引用的类型(Task 19)。
|
||
|
||
## Task 16: `BossBase` 瘦身
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Boss/BossBase.cs`
|
||
|
||
- [ ] **Step 1: 删技能执行相关成员**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Boss/BossBase.cs` 删除以下全部内容:
|
||
|
||
1. 字段:`_skillExecutor`(含 `[Header("技能执行器")]`)、`_onParrySuccess`(含其 `[Header]` 与 `[Tooltip]`)、
|
||
`_weightedCandidates`、`_candidateWeights`、`_singleSkillBuf`、`_counterStaggerCoroutine`
|
||
2. 属性:`IsBossSkillExecuting`、`LastUsedSkillId`
|
||
3. 方法:`UseBossSkill`、`UseBossSkillWeighted`、`IsSkillAvailableInPhase`、`CheckResourceCost`、
|
||
`HandleParrySuccess`、`ApplyCounterResponse`、`ExecuteCounterEffect`、`CounterStaggerCoroutine`
|
||
4. `Awake()` 里 `if (_skillExecutor == null) ...` 那一行
|
||
5. `OnEnable()` 里 `_onParrySuccess?.Subscribe(HandleParrySuccess).AddTo(_subs);` 那一行
|
||
(若 `OnEnable` 因此只剩 `base.OnEnable();`,整个 override 一并删掉)
|
||
6. `EnterPhase()` 里 `_skillExecutor?.InterruptCurrentSkill();` 改为 `_abilities.InterruptAll(Abilities.InterruptReason.ExternalRequest);`
|
||
—— 阶段切换仍须打断在跑的招,只是打断对象从执行器换成能力注册表
|
||
7. `PhaseTransitionCoroutine()` 里 `_skillExecutor?.InterruptCurrentSkill();` 同样替换
|
||
8. `OnSpawn()` 里 `_skillExecutor?.ResetAllCooldowns();` 删掉
|
||
(能力冷却随 `EnemyAbilityBase` 实例,对象池复用时另有机制;若发现冷却未重置,
|
||
在 `EnemyAbilityBase` 上补一个 `ResetCooldown()` 并由 `EnemyBase.OnSpawn` 遍历调用——
|
||
**这属于既有缺陷,若出现请单独记录,不要在本 Task 顺手改**)
|
||
9. `LastUsedSkillId = null;` 两处(`EnterPhase` 与 `OnSpawn`)删掉——防重复记忆已归选招器
|
||
10. using 区里因此不再需要的 `using BaseGames.Boss;`、`using BaseGames.Parry;`
|
||
11. **清掉本文件残余的三处行为树残留**(Task 1+2 执行时发现并留待此处,因为本 Task 正好重写这片区域):
|
||
- 第 76 行附近的区段注释 `// ── 技能执行(BD Task 调用入口)` —— 随该区段一并删除
|
||
- `BeginPhaseTransition` 文档里的 `BD_BossPhaseTransition 检查 IsPhaseTransitioning 来等待过渡完成。`
|
||
—— 改为 `AI 图挂 When(x => !x.Boss.IsPhaseTransitioning) 边等待过渡完成。`
|
||
- `BeginPhaseTransition` 重入告警里的运行时字符串 `请检查行为树逻辑是否重复触发阶段切换。`
|
||
—— 改为 `请检查 AI 图是否重复触发阶段切换。`(这条是开发期真的会看到的日志,不能留)
|
||
|
||
- [ ] **Step 2: 编译检查**
|
||
|
||
MCP `unity_get_compilation_errors`。
|
||
期望:`EnemyDebugOverlay.cs:113` 报错(引用了已删的 `IsBossSkillExecuting`)。下一步修。
|
||
|
||
- [ ] **Step 3: 修 `EnemyDebugOverlay`**
|
||
|
||
`Assets/_Game/Scripts/Enemies/EnemyDebugOverlay.cs` 第 113 行那条 `BossSkillExec` 显示,替换为阶段信息
|
||
(Boss 现在没有独立执行器,有价值的是阶段与过渡状态):
|
||
|
||
```csharp
|
||
list.Add($"Phase: {_boss.CurrentPhase}" +
|
||
(_boss.IsPhaseTransitioning ? " <color=#ffcc44>(transitioning)</color>" : ""));
|
||
```
|
||
|
||
- [ ] **Step 4: 编译 + 全量回归 + 提交**
|
||
|
||
MCP `unity_get_compilation_errors` 期望 0/0;`Run All` 期望全绿。
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Enemies/Boss/BossBase.cs \
|
||
Assets/_Game/Scripts/Enemies/EnemyDebugOverlay.cs
|
||
git commit -m "refactor(enemy): BossBase 瘦身——删技能执行与弹反反制两套
|
||
|
||
技能选取/执行归 EnemyAttackSelector + EnemyAbilityBase(阶段一已就位),
|
||
BossBase 不再持有 BossSkillExecutor。阶段切换改用能力注册表打断在跑的招。
|
||
|
||
弹反反制整套删除:它订阅的是全局弹反成功频道,无来源过滤——
|
||
玩家弹反任意小怪都会让场上 Boss 硬直。正确形态是 EnemyBase.ReceiveParry
|
||
(谁被弹反谁硬直),其接线为独立后续任务。
|
||
|
||
调试面板的 BossSkillExec 行换为阶段与过渡状态。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 17: `EnemyBase` 清行为树债
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/Enemies/EnemyBase.cs`
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Behaviors/EnemyDeathSequence.cs`
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Boss/ChaoFengBoss.cs`
|
||
|
||
- [ ] **Step 1: 删 `ConsumeParryEvent` 及其状态**
|
||
|
||
`Assets/_Game/Scripts/Enemies/EnemyBase.cs`(约第 405–425 行)删除:
|
||
- 字段 `_wasParried`、`_parryTimestamp`、常量 `ParryEventTTL` 及其注释
|
||
- 方法 `ConsumeParryEvent()` 整个(零调用者)
|
||
|
||
并把 `ReceiveParry` 里对 `_wasParried` / `_parryTimestamp` 的两行赋值删掉,注释更新为:
|
||
|
||
```csharp
|
||
/// <summary>
|
||
/// 被弹反时调用:强制进入 Stagger 并在 staggerDuration 秒后恢复。
|
||
/// Stagger 期间 IsControllable 为 false,AI 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)。
|
||
/// </summary>
|
||
public virtual void ReceiveParry(float staggerDuration = 0.5f)
|
||
{
|
||
if (!IsAlive) return;
|
||
ForceState(EnemyStateType.Stagger);
|
||
_abilities.InterruptAll(InterruptReason.Stagger);
|
||
ScheduleStateRecovery(EnemyStateType.Stagger, staggerDuration);
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 2: `StopBehaviorTree` 改名**
|
||
|
||
`Assets/_Game/Scripts/Enemies/EnemyBase.cs` 第 656–664 行改为:
|
||
|
||
```csharp
|
||
/// <summary>
|
||
/// 通知决策层终止(死亡演出 / 出场演出期间调用,防止决策继续覆盖演出逻辑)。
|
||
/// 与 PerformDeath 发的 Died 信号幂等(重复 Died 无害)。
|
||
/// 供配置型行为组件(如 EnemyDeathSequence)调用,故为 public。
|
||
/// </summary>
|
||
public void NotifyDecisionStop()
|
||
{
|
||
_brain?.Send(BaseGames.AI.AiSignal.Died);
|
||
}
|
||
```
|
||
|
||
- [ ] **Step 3: 改两个调用点**
|
||
|
||
1. `Assets/_Game/Scripts/Enemies/Behaviors/EnemyDeathSequence.cs` 第 63 行:
|
||
|
||
```csharp
|
||
if (_stopDecisionLayer) _enemy?.NotifyDecisionStop();
|
||
```
|
||
|
||
并把该组件上的序列化字段 `_stopBehaviorTree` 重命名为 `_stopDecisionLayer`,加迁移特性保住已有资产的值:
|
||
|
||
```csharp
|
||
[UnityEngine.Serialization.FormerlySerializedAs("_stopBehaviorTree")]
|
||
[Tooltip("死亡演出开始时通知决策层终止,防止 AI 继续覆盖演出")]
|
||
[SerializeField] private bool _stopDecisionLayer = true;
|
||
```
|
||
|
||
⚠️ 若该字段的默认值原本不是 `true`,保持原默认值不变——本 Task 只改名,不改行为。
|
||
|
||
2. `Assets/_Game/Scripts/Enemies/Boss/ChaoFengBoss.cs` 第 188 行:
|
||
|
||
```csharp
|
||
NotifyDecisionStop();
|
||
```
|
||
|
||
- [ ] **Step 4: 编译 + 全量回归 + 提交**
|
||
|
||
MCP `unity_get_compilation_errors` 期望 0/0;`Run All` 期望全绿。
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Enemies/EnemyBase.cs \
|
||
Assets/_Game/Scripts/Enemies/Behaviors/EnemyDeathSequence.cs \
|
||
Assets/_Game/Scripts/Enemies/Boss/ChaoFengBoss.cs
|
||
git commit -m "refactor(enemy): 清行为树债——StopBehaviorTree 改名,删 ConsumeParryEvent
|
||
|
||
StopBehaviorTree → NotifyDecisionStop(方法体早已只是发 Died 信号)。
|
||
EnemyDeathSequence 的 _stopBehaviorTree 字段同步改名,带 FormerlySerializedAs 保值。
|
||
ConsumeParryEvent 及其 TTL 状态删除:零调用者,且 ForceState(Stagger) +
|
||
IsControllable 让位门已是更优表达,不需要第二条受击通道。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 18: `BossResource` 去自动触发
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Boss/BossResourceConfigSO.cs`
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Boss/BossResource.cs`
|
||
|
||
- [ ] **Step 1: 删配置里的自动触发三字段**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Boss/BossResourceConfigSO.cs` 删除:
|
||
`autoTriggerOnFull`、`fullTriggerSkill`(类型是即将删除的 `BossSkillSO`)、`resetValueAfterTrigger`
|
||
三个字段及相关 `[Header]` / `[Tooltip]`。
|
||
|
||
在类注释里追加一句说明去向:
|
||
|
||
```csharp
|
||
/// <remarks>
|
||
/// 资源满值不再由本组件自动放招——那是绕过决策层直接执行,违反「AI 只决策、能力负责实现」。
|
||
/// 现在的形态是:本组件只维护数值,AI 图挂一条 When(x => x.Boss.ResourceFull) 边进专属招态。
|
||
/// </remarks>
|
||
```
|
||
|
||
- [ ] **Step 2: 删运行时的自动触发**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Boss/BossResource.cs`:
|
||
|
||
1. 删字段 `_fullTriggered`
|
||
2. 删方法 `OnReachFull()` 整个
|
||
3. `AddValue(float delta)` 简化为:
|
||
|
||
```csharp
|
||
private void AddValue(float delta)
|
||
{
|
||
_currentValue = Mathf.Clamp(_currentValue + delta, 0f, _config.maxValue);
|
||
}
|
||
```
|
||
|
||
4. 类注释里 `- 满值时若 autoTriggerOnFull,自动让 BossBase 执行配置的技能。` 那一行,改为:
|
||
|
||
```csharp
|
||
/// - 满值时 <see cref="IsFull"/> 为真,由 AI 图的条件边决定放什么招(决策不在本组件)。
|
||
```
|
||
|
||
5. `OnBossUseSkill()` 的注释里 `由 BossBase.UseBossSkill 触发` 改为
|
||
`由使用了资源的能力触发(Boss 的招在自己的 EnemyAbilityBase 里调用)`。
|
||
|
||
- [ ] **Step 3: 编译 + 提交**
|
||
|
||
MCP `unity_get_compilation_errors` 期望 0/0。
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Enemies/Boss/BossResource.cs \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossResourceConfigSO.cs
|
||
git commit -m "refactor(enemy): BossResource 去掉自动放招,触发权交回 AI 图
|
||
|
||
满值时由 BossResource 直接调 UseBossSkill 是绕过决策层执行,
|
||
违反「AI 只决策、能力负责实现」。现在只维护数值并暴露 IsFull,
|
||
AI 图挂 When(x => x.Boss.ResourceFull) 边进专属招态。
|
||
顺带解除对即将删除的 BossSkillSO 的依赖。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 19: 删旧轨 9 个脚本
|
||
|
||
**Files:**
|
||
- Delete: 9 个脚本(见下)
|
||
|
||
- [ ] **Step 1: 确认零引用**
|
||
|
||
```bash
|
||
cd "E:/Works/Unity/Projects/zeling_v2"
|
||
grep -rn "BossSkillSO\|BossSkillExecutor\|AttackPatternSO\|SkillSequenceSO\|WeakPointSystem\|TelegraphSystem\|BossSkillModule\|BossSkillSequenceWindow\|InteractionTag\|VulnerabilityWindow\|PlayerCounterResponse\|CounterType\|ArenaEvent\|IArenaInteractable\|BossResourceCost\|BossSkillCategory\|BossSkillType\|VulnTriggerType\|WeakPointType" \
|
||
Assets --include=*.cs
|
||
```
|
||
|
||
期望:**只命中将被删除的那 9 个文件自身**。若命中其他文件,先修那些引用再继续。
|
||
|
||
- [ ] **Step 2: 删文件(含 `.meta`)**
|
||
|
||
```bash
|
||
cd "E:/Works/Unity/Projects/zeling_v2"
|
||
rm Assets/_Game/Scripts/Enemies/Boss/BossSkillSO.cs* \
|
||
Assets/_Game/Scripts/Enemies/Boss/AttackPatternSO.cs* \
|
||
Assets/_Game/Scripts/Enemies/Boss/SkillSequenceSO.cs* \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossSkillExecutor.cs* \
|
||
Assets/_Game/Scripts/Enemies/Boss/BossSkillTypes.cs* \
|
||
Assets/_Game/Scripts/Enemies/Boss/WeakPointSystem.cs* \
|
||
Assets/_Game/Scripts/Editor/Modules/BossSkillModule.cs* \
|
||
Assets/_Game/Scripts/Editor/Enemies/BossSkillSequenceWindow.cs*
|
||
rm -r Assets/_Game/Scripts/Enemies/Boss/Patterns
|
||
rm -f Assets/_Game/Scripts/Enemies/Boss/Patterns.meta
|
||
```
|
||
|
||
⚠️ `Patterns/` 是**独立程序集**(`BaseGames.Enemies.Boss.Patterns.asmdef`,`autoReferenced: true`)。
|
||
已核实**零外部引用**(无任何 asmdef 的 `references` 含它),因此可随目录整包删除。
|
||
删除后无需改动任何其他 asmdef。
|
||
|
||
- [ ] **Step 3: 编译 + 全量回归**
|
||
|
||
回 Unity 刷新。MCP `unity_get_compilation_errors` 期望 0 errors 0 warnings;`Run All` 期望全绿。
|
||
|
||
⚠️ 若 Console 出现 missing script 警告,检查是哪个预制体/场景仍引用旧组件——
|
||
`ENM_ChaoFeng.prefab` 已在 Task 15 重建,`TestRoomA` 里可能还有旧的嘲风实例,删掉它并保存场景。
|
||
|
||
- [ ] **Step 4: 打开 Data Hub 与角色向导确认无异常**
|
||
|
||
- `DataHubWindow`:`BossSkillModule` 已删,其他模块应正常列出(该模块经反射发现,无显式注册点)。
|
||
- 角色向导 `Boss` 页:状态面板 6 个 ✔ + AI 图 ✔,跳转按钮不再有"Boss 技能序列查看器"。
|
||
|
||
- [ ] **Step 5: 提交**
|
||
|
||
```bash
|
||
git add -A Assets/_Game/Scripts/Enemies/Boss/ Assets/_Game/Scripts/Editor/
|
||
git commit -m "refactor(enemy)!: 删除旧 Boss 轨 9 个脚本
|
||
|
||
BossSkillSO / AttackPatternSO / SkillSequenceSO / BossSkillExecutor /
|
||
BossSkillTypes / WeakPointSystem / TelegraphSystem / BossSkillModule /
|
||
BossSkillSequenceWindow。
|
||
|
||
判据「有更优替代才删」逐项对应:
|
||
- 编排 → EnemyAbilitySO + EnemyAttackSO(归一化时机 / 槽位 HitBox)
|
||
- 阶段门 → BossPhaseAbilityGate
|
||
- 选招 → EnemyAttackSelector + WeightedRandomAntiRepeat
|
||
- 可弹反 → DamageSourceSO.Flags(CanBeParried),HurtBox 已在判定
|
||
- 弱点倍率 → HurtBox 自带倍率(原实现的 GetDamageMultiplier 零调用者)
|
||
- 预警 → clip 姿态 + 动画事件(TriggerFeedback / PlaySFX 已补接)
|
||
- 竞技场联动 → EnemySpawnerOnEvent;BossSkillEventChannelSO 本就零订阅方
|
||
- 霸体窗口 → EnemyAttackSO.hasPoiseWindow 四字段
|
||
|
||
能力资产的编辑器总览视图随 BossSkillModule 一并消失,
|
||
后续补 EnemyAbilityModule(优先级低于 AiDefinitionValidator)。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 20: 删预警旧路径
|
||
|
||
**Files:**
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilitySO.cs`
|
||
- Modify: `Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs`
|
||
|
||
- [ ] **Step 1: 确认无资产在用**
|
||
|
||
```bash
|
||
cd "E:/Works/Unity/Projects/zeling_v2"
|
||
grep -rn "telegraphVfxKey\|telegraphDuration" Assets --include=*.asset --include=*.prefab --include=*.unity
|
||
```
|
||
|
||
期望:无命中(若有命中,说明有资产配了预警 VFX——先把该效果迁到 clip 的
|
||
`TriggerFeedback` 动画事件上,再继续)。
|
||
|
||
- [ ] **Step 2: 删 SO 上的两个字段**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilitySO.cs` 删除整个:
|
||
|
||
```csharp
|
||
[Header("预警(Telegraph)")]
|
||
[Tooltip("预警 VFX key(IObjectPoolService.Spawn 的池 key),为空则跳过")]
|
||
public string telegraphVfxKey = "";
|
||
[Min(0f)] public float telegraphDuration = 0f;
|
||
```
|
||
|
||
- [ ] **Step 3: 删 `TelegraphRoutine` 与其调用**
|
||
|
||
`Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs`:
|
||
|
||
1. 删 `TelegraphRoutine()` 整个方法
|
||
2. `RunInternal()` 里删掉这两行:
|
||
|
||
```csharp
|
||
if (_config != null && _config.telegraphDuration > 0f)
|
||
yield return TelegraphRoutine();
|
||
```
|
||
|
||
3. `Phase = AbilityRunState.Telegraph;` 那行删掉(不再有 Telegraph 阶段),
|
||
`RunInternal` 开头改为:
|
||
|
||
```csharp
|
||
_isRunning = true;
|
||
Phase = AbilityRunState.Windup;
|
||
try
|
||
{
|
||
yield return ExecuteCoroutine();
|
||
Phase = AbilityRunState.Recovery;
|
||
}
|
||
```
|
||
|
||
4. 若 `AbilityRunState.Telegraph` 枚举值因此零消费者,一并从
|
||
`Assets/_Game/Scripts/Enemies/Abilities/AbilityRunState.cs` 删掉。
|
||
⚠️ 先 grep 确认:`grep -rn "AbilityRunState.Telegraph" Assets --include=*.cs`。
|
||
有其他消费者就保留枚举值,只删预警协程。
|
||
|
||
5. 顶部 using 区里因此不再需要的 `using BaseGames.Core;` / `using BaseGames.Core.Pool;`
|
||
—— **先 grep 确认文件里没有其他用途再删**。
|
||
|
||
- [ ] **Step 4: 编译 + 全量回归 + 提交**
|
||
|
||
MCP `unity_get_compilation_errors` 期望 0/0;`Run All` 期望全绿。
|
||
|
||
```bash
|
||
git add Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilitySO.cs \
|
||
Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs \
|
||
Assets/_Game/Scripts/Enemies/Abilities/AbilityRunState.cs
|
||
git commit -m "refactor(enemy): 删预警旧路径,预警统一走动画
|
||
|
||
telegraphVfxKey / telegraphDuration / TelegraphRoutine 删除。
|
||
预警的正确载体是 clip 本身——姿态在动画里,音效与特效在动画事件上
|
||
(PlaySFX / TriggerFeedback 已于阶段一补接)。旧路径会在动画之前
|
||
插一段无动画的静止等待,是同一件事的第二条平行路。"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 21: 收尾自检与文档
|
||
|
||
**Files:**
|
||
- Modify: `Docs/Guides/` 下的敌人 / Boss 指导手册
|
||
- Modify: `Docs_Dev/superpowers/specs/2026-07-30-boss-ai-single-track-design.md`
|
||
|
||
- [ ] **Step 1: 全量自检**
|
||
|
||
- MCP `unity_get_compilation_errors` → 0 errors 0 warnings
|
||
- Test Runner → EditMode → `Run All` → 全绿
|
||
- `BaseGames/Tools/Validation/Validate All ScriptableObjects` → 0 error
|
||
- `BaseGames/Addressables/Validate Address Keys` → 0 error
|
||
- `BaseGames/Tools/Maintenance/Physics2D Layer Matrix/Check` → 通过
|
||
- 进 Play 走一遍 TestRoomA 的嘲风战:状态序列与 Task 15 Step 6 一致,无报错
|
||
|
||
- [ ] **Step 2: 全库残留扫描**
|
||
|
||
```bash
|
||
cd "E:/Works/Unity/Projects/zeling_v2"
|
||
grep -rn "BossSkill\|WeakPoint\|Telegraph\|AttackPattern\|SkillSequence\|StopBehaviorTree\|BD_\|行为树" \
|
||
Assets/_Game/Scripts --include=*.cs
|
||
```
|
||
|
||
`BossSkill|WeakPoint|Telegraph|AttackPattern|SkillSequence|StopBehaviorTree` 期望无命中(相关类型已删)。
|
||
|
||
`BD_|行为树` **预期仍有命中**——Task 3 执行时实测 `Assets/_Game/Scripts/Enemies/` 下约 20 处,
|
||
散落在 `EnemyAnimationConfigSO` / `SensorSlotNames` / `EnemyAbilityBase` / `EnemyDeathSequence`
|
||
/ `ChaoFengBoss` 等文件的注释与 `[Tooltip]` 里。其中一部分会随 Task 16/17/19/20 自然消失
|
||
(`BossSkillSO`、`TelegraphSystem` 整文件删除;`BossBase`、`EnemyBase`、`EnemyDeathSequence`
|
||
在各自任务里改到)。**本步负责清掉剩余的**:逐个改为只描述功能的表述,不删除功能性内容。
|
||
清完后再跑一次 grep,此时才应无命中。
|
||
|
||
**已点名的一处需特别处理**:`EnemyQuotaManager` 有序列化字段 `_maxActiveBehaviorTrees`
|
||
与注释 `等价于旧的禁用行为树`(Task 4 执行时发现)。字段改名会丢已有场景/预制体上的配置值,
|
||
必须加 `[UnityEngine.Serialization.FormerlySerializedAs("_maxActiveBehaviorTrees")]`
|
||
再改为 `_maxActiveBrains`(该管理器实际裁剪的是 `EnemyAiBrain`,不是能力组件)。
|
||
|
||
- [ ] **Step 3: 更新指导手册**
|
||
|
||
在 `Docs/Guides/` 的敌人 / Boss 章节新增一节「Boss AI 怎么写」,内容覆盖:
|
||
1. Boss 走定制路径:写 `[AiDefinition("<BossId>")] class XxxAi : AiScript`,`EnemyAiBrain._definitionId` 填该 id(不用 `_recipe`)
|
||
2. 可用的建态原语:`AiStateFragments`(Locomotion / Ability / AbilityOnce / Terminal)+ `BossFragments`(PhaseTransition / ApproachAttack / MoveToAnchor / AtAnchor)
|
||
3. 阶段 = 换招池:`BossPhaseAbilityGate` 配阶段表,不在 SO 上写阶段
|
||
4. 一招怎么配:`EnemyAbilitySO`(+ 类型化子类)+ `EnemyAttackSO`;判定 / 生成 / 音效 / 无敌帧全挂动画事件
|
||
5. 开战:`BossFightTrigger` 发 `AiSignal.Engaged`
|
||
6. 死亡不在 AI 层:`Die` / `PerformDeath` + `NotifyDecisionStop`
|
||
7. 以 `ChaoFengAi` 为完整范例逐行讲解
|
||
|
||
- [ ] **Step 4: spec 标记为已实施**
|
||
|
||
`Docs_Dev/superpowers/specs/2026-07-30-boss-ai-single-track-design.md` 顶部状态行改为:
|
||
|
||
```markdown
|
||
> 日期:2026-07-30 状态:**已实施**(阶段一 Task 1–15、阶段二 Task 16–20)
|
||
```
|
||
|
||
并在 §13 注记末尾追加实施期发现的偏差(若有),例如实际选用的黑板写入位置、
|
||
`AbilityRunState.Telegraph` 是否保留、`ReceiveParry` 接线仍为待办等。
|
||
|
||
- [ ] **Step 5: 提交**
|
||
|
||
```bash
|
||
git add Docs/Guides/ Docs_Dev/superpowers/specs/2026-07-30-boss-ai-single-track-design.md
|
||
git commit -m "docs(enemy): Boss AI 单轨落地——新增作者指南,spec 标记已实施
|
||
|
||
指南覆盖定制路径写法、建态原语、阶段门、招式配置、开战触发、
|
||
死亡归属,以 ChaoFengAi 为完整范例。
|
||
记录仍为待办的两项:ReceiveParry 接线(需 DamageInfo 带攻击者)、
|
||
EnemyAbilityModule(能力资产编辑器总览)。"
|
||
```
|
||
|
||
---
|
||
|
||
## 后续独立任务(不在本计划范围)
|
||
|
||
| 任务 | 缘由 |
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|---|---|
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| `ReceiveParry` 接线 | `DamageInfo` 无攻击者引用,需在 Combat 层补(加 attacker 或弹反成功时回调 `HitBox`)。见 spec §6.2 |
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| `EnemyAbilityModule` 编辑器总览 | `BossSkillModule` 删除后能力资产无编辑器视图。见 spec §6.4 |
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| `AiDefinitionValidator` | 防 450+ 能力引用出错,优先级高于上一项。见组合式模块 spec §6 |
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| `BossEncounterCoordinator` | 多体 Boss 交替出招令牌。等真设计双体 Boss 时再做。见 spec §7.2 |
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| 嘲风动画 Clip 接入 | 美术资源缺口。Clip 到位后校招式判定时序与预警节奏 |
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