Files
zeling_v2/Assets/Tests/EditMode/AI/Fakes/FakeBossControl.cs
T
joywayerandClaude Opus 5 2a1ada4388 fix(ai): 应用 Task 1+2 代码审查意见
ResourceFull 未挂 BossResource 时改为显式抛——原先静默返回 false,
是 CLAUDE.md 第 6 条禁止的下游兜底,且与紧邻的 Boss facet 行为不一致。
FakeBossControl.DistanceToAnchor 不再忽略 index。测试改用 TearDown 清理
(本项目关闭了 Domain/Scene Reload,失败断言会把物体永久留在打开的场景里)。
BeginPhaseTransition 去掉死的默认参数;接口补充重入契约说明。

顺带去重:FakeAiContext 实现 IEnemyActor,删除两个测试内的本地 Ctx 副本
——一个接口成员改动要同步三份是复发性成本。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 12:31:39 +08:00

37 lines
1.3 KiB
C#

using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public sealed class FakeBossControl : IBossControl
{
public int Phase;
public bool Transitioning;
public bool Full;
// 记录最近一次过渡请求,供断言"图确实发起了过渡"
public int LastTargetPhase = -1;
public float LastDuration = -1f;
public int BeginCallCount;
// 锚点:测试按下标直给坐标;距离由 SelfPosition 与该下标锚点算出(不忽略 index)
public UnityEngine.Vector2[] Anchors = new UnityEngine.Vector2[0];
public UnityEngine.Vector2 SelfPosition;
public int CurrentPhase => Phase;
public bool IsPhaseTransitioning => Transitioning;
public bool ResourceFull => Full;
public void BeginPhaseTransition(int targetPhase, float invincibleDuration)
{
LastTargetPhase = targetPhase;
LastDuration = invincibleDuration;
BeginCallCount++;
Transitioning = true; // 由测试手工置回 false 模拟过渡结束
}
public UnityEngine.Vector2 AnchorAt(int index) => Anchors[index];
public float DistanceToAnchor(int index)
=> UnityEngine.Vector2.Distance(SelfPosition, Anchors[index]);
}
}