Files
zeling_v2/Assets/Tests/EditMode/Enemies/EnemyBrainContextBossFacetTests.cs
T
joywayerandClaude Opus 5 3665504a58 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。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 12:15:54 +08:00

47 lines
1.5 KiB
C#

using System;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.Enemies
{
public class EnemyBrainContextBossFacetTests
{
// EnemyBase.Awake 会对缺失的碰撞体/引用报错,这些与本测试无关。
[SetUp] public void SetUp() => LogAssert.ignoreFailingMessages = true;
[TearDown] public void TearDown() => LogAssert.ignoreFailingMessages = false;
static T MakeEnemy<T>(string name) where T : EnemyBase
{
var go = new GameObject(name);
return go.AddComponent<T>();
}
[Test]
public void NonBoss_AccessingBossFacet_Throws()
{
var enemy = MakeEnemy<EnemyBase>("plain-enemy");
var ctx = new EnemyBrainContext(enemy);
Assert.Throws<InvalidOperationException>(() => { var _ = ctx.Boss; });
UnityEngine.Object.DestroyImmediate(enemy.gameObject);
}
[Test]
public void Boss_AccessingBossFacet_ReturnsTheBoss()
{
var boss = MakeEnemy<BossBase>("boss");
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);
}
}
}