23 KiB
角色身体碰撞体唯一权威源(IEnemyBody)实现计划
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: 把散落在 EnemyMovement 里 4 处重复的"身体碰撞体解析"与各处身体尺寸取用,收敛为 EnemyBase 持有、经 IEnemyBody 接口暴露的唯一权威源。
Architecture: 新增纯 C# 类 EnemyBody(实现 IEnemyBody,懒解析碰撞体、实时读 bounds、方向判定抽为 static 纯函数便于单测);EnemyBase 持有它并按 _bodyCollider → 根 Collider2D 顺序解析,缺失时显式报错;EnemyMovement 的 5 处探测与 EdgeSafeMargin 全部改走该接口,删除自己的 _groundCheckCollider 字段与 GroundColliderOrSelf()。
Tech Stack: Unity 2022.3、C#、NUnit EditMode 测试(Unity Test Runner,经 MCP unity_testing_run_tests 运行)。
设计文档: Docs_Dev/superpowers/specs/2026-07-27-enemy-body-authority-design.md
通用验证方式(每个 Task 都要做):
- 编译门:改 C# 后先 MCP
unity_execute_menu_item("Assets/Refresh"),等约 8 秒,再unity_get_compilation_errors,预期 0 错误。 - 测试门:MCP
unity_testing_run_tests({mode:"EditMode"})→unity_testing_get_job(jobId),基线 177 条全绿(本计划新增测试后基线上升,见各 Task)。 - 提交:中文 + 类型前缀(
feat(enemy):/refactor(enemy):/test(enemy):)。 - 重要:本计划触及所有敌人共用的移动探测路径,每个 Task 结束都必须跑全量 EditMode,不能只跑新增测试。
关键既有事实(已核实,实现时可直接依赖):
EnemyBase已有protected virtual void OnValidate()(EnemyBase.cs:758,#if UNITY_EDITOR内), 开头是if (SuppressValidationWarnings) return;—— 不要新增第二个OnValidate。EnemyBase.Awake在EnemyBase.cs:531-552一带做组件收集与Debug.Assert校验。EnemyMovement._groundCheckCollider(EnemyMovement.cs:46)在ENM_CaoZhi(场景)与ENM_ChaoFeng(预制体)上实测均为 null → 删除它不改变现有行为。EnemyMovement目前不持有EnemyBase引用,需要新增懒获取。
文件结构
新建:
Assets/_Game/Scripts/Enemies/EnemyBody.cs—IEnemyBody接口 +EnemyBody实现(唯一职责:身体几何查询)。Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs— 方向纯函数单测。
修改:
Assets/_Game/Scripts/Enemies/EnemyBase.cs—_bodyCollider字段、Body属性、Awake校验、扩展既有OnValidate。Assets/_Game/Scripts/Enemies/EnemyMovement.cs— 5 处探测改走Body、EdgeSafeMargin改组合、删字段与私有方法。
Task 1: IEnemyBody 接口与 EnemyBody 实现(含纯函数单测,TDD)
Files:
-
Test:
Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs -
Create:
Assets/_Game/Scripts/Enemies/EnemyBody.cs -
Step 1: 先写失败测试
创建 Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs:
using NUnit.Framework;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.Enemies
{
/// <summary>
/// EnemyBody 方向相关纯函数测试(无场景依赖)。
/// 这三个函数的左右符号最易写反,故对两个方向与边界相等情形都做断言。
/// </summary>
public class EnemyBodyTests
{
// 身体占据 [2, 4],中心 3,半宽 1
const float MinX = 2f, MaxX = 4f;
[Test]
public void FrontEdge_Right_IsMaxX()
=> Assert.AreEqual(MaxX, EnemyBody.FrontEdge(MinX, MaxX, 1f));
[Test]
public void FrontEdge_Left_IsMinX()
=> Assert.AreEqual(MinX, EnemyBody.FrontEdge(MinX, MaxX, -1f));
[Test]
public void FrontEdge_ZeroDir_TreatedAsRight()
=> Assert.AreEqual(MaxX, EnemyBody.FrontEdge(MinX, MaxX, 0f));
[Test]
public void RearEdge_Right_IsMinX()
=> Assert.AreEqual(MinX, EnemyBody.RearEdge(MinX, MaxX, 1f));
[Test]
public void RearEdge_Left_IsMaxX()
=> Assert.AreEqual(MaxX, EnemyBody.RearEdge(MinX, MaxX, -1f));
[Test]
public void RearEdge_ZeroDir_TreatedAsRight()
=> Assert.AreEqual(MinX, EnemyBody.RearEdge(MinX, MaxX, 0f));
// ── BodyPassed:向右 ─────────────────────────────────────────────
[Test]
public void BodyPassed_Right_NotReached_False()
=> Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 5f, 1f)); // 目标在身体右侧外
[Test]
public void BodyPassed_Right_OverlappingTarget_False()
=> Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 3f, 1f)); // 目标仍在身体内,未整体越过
[Test]
public void BodyPassed_Right_ExactlyAtRearEdge_True()
=> Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 2f, 1f)); // 后缘恰好等于目标 = 已越过
[Test]
public void BodyPassed_Right_FullyPassed_True()
=> Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 1f, 1f));
// ── BodyPassed:向左 ─────────────────────────────────────────────
[Test]
public void BodyPassed_Left_NotReached_False()
=> Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 1f, -1f)); // 目标在身体左侧外
[Test]
public void BodyPassed_Left_OverlappingTarget_False()
=> Assert.IsFalse(EnemyBody.BodyPassed(MinX, MaxX, 3f, -1f));
[Test]
public void BodyPassed_Left_ExactlyAtRearEdge_True()
=> Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 4f, -1f)); // 后缘(max)恰好等于目标
[Test]
public void BodyPassed_Left_FullyPassed_True()
=> Assert.IsTrue(EnemyBody.BodyPassed(MinX, MaxX, 5f, -1f));
}
}
- Step 2: 运行确认失败
MCP:unity_execute_menu_item("Assets/Refresh") → 等 8 秒 → unity_get_compilation_errors。
预期:编译失败,报 EnemyBody 不存在(CS0103/CS0246)。
- Step 3: 实现
EnemyBody.cs
创建 Assets/_Game/Scripts/Enemies/EnemyBody.cs:
using UnityEngine;
namespace BaseGames.Enemies
{
/// <summary>
/// 角色身体碰撞体的唯一权威查询口。
/// 几何实时取自碰撞体 bounds(随位置/动画变化,不缓存数值),仅缓存碰撞体引用。
/// 唯一数据源见 <see cref="EnemyBase.Body"/>——其它组件不得自行解析身体碰撞体。
/// </summary>
public interface IEnemyBody
{
Collider2D Collider { get; }
/// <summary>世界空间包围盒;实时查询。</summary>
Bounds Bounds { get; }
float Width { get; }
float Height { get; }
float HalfWidth { get; }
float HalfHeight { get; }
Vector2 Center { get; }
/// <summary>脚底中点 (center.x, min.y)。</summary>
Vector2 FootPoint { get; }
/// <summary>朝 <paramref name="dir"/> 的前缘 X(dir≥0 取 max.x,否则 min.x)。</summary>
float FrontEdgeX(float dir);
/// <summary>朝 <paramref name="dir"/> 的后缘 X(前缘的相反侧)。</summary>
float RearEdgeX(float dir);
/// <summary>
/// 身体是否已**整体**越过世界 X 坐标:
/// dir≥0 时后缘(min.x) ≥ worldX;dir<0 时后缘(max.x) ≤ worldX。
/// </summary>
bool HasPassed(float worldX, float dir);
}
/// <summary>
/// <see cref="IEnemyBody"/> 的实现(纯 C# 类,非 MonoBehaviour)。
/// 懒解析碰撞体 → 编辑器模式(Gizmo / OnValidate,Awake 未执行)同样可用。
/// </summary>
public sealed class EnemyBody : IEnemyBody
{
private readonly GameObject _owner;
private readonly Collider2D _explicitCollider;
private Collider2D _resolved;
/// <param name="owner">宿主 GameObject(未显式指定碰撞体时从其上取 Collider2D)。</param>
/// <param name="explicitCollider">显式指定的身体碰撞体;可为 null。</param>
public EnemyBody(GameObject owner, Collider2D explicitCollider)
{
_owner = owner;
_explicitCollider = explicitCollider;
}
public Collider2D Collider
{
get
{
if (_explicitCollider != null) return _explicitCollider;
if (_resolved == null && _owner != null) _resolved = _owner.GetComponent<Collider2D>();
return _resolved;
}
}
/// <summary>
/// 碰撞体缺失时返回以宿主位置为中心的零尺寸包围盒。
/// 该错误已由 <see cref="EnemyBase"/> 在 Awake/OnValidate 显式报出,此处不重复每帧刷屏。
/// </summary>
public Bounds Bounds
{
get
{
var col = Collider;
if (col != null) return col.bounds;
return new Bounds(_owner != null ? _owner.transform.position : Vector3.zero, Vector3.zero);
}
}
public float Width => Bounds.size.x;
public float Height => Bounds.size.y;
public float HalfWidth => Bounds.extents.x;
public float HalfHeight => Bounds.extents.y;
public Vector2 Center => Bounds.center;
public Vector2 FootPoint { get { var b = Bounds; return new Vector2(b.center.x, b.min.y); } }
public float FrontEdgeX(float dir) { var b = Bounds; return FrontEdge(b.min.x, b.max.x, dir); }
public float RearEdgeX (float dir) { var b = Bounds; return RearEdge (b.min.x, b.max.x, dir); }
public bool HasPassed(float worldX, float dir)
{
var b = Bounds;
return BodyPassed(b.min.x, b.max.x, worldX, dir);
}
// ── 方向纯函数(static,便于无场景依赖单测;符号最易写反,集中于此)──────
public static float FrontEdge(float minX, float maxX, float dir) => dir >= 0f ? maxX : minX;
public static float RearEdge (float minX, float maxX, float dir) => dir >= 0f ? minX : maxX;
public static bool BodyPassed(float minX, float maxX, float worldX, float dir)
=> dir >= 0f ? minX >= worldX : maxX <= worldX;
}
}
- Step 4: 编译门 + 运行测试确认通过
MCP:Assets/Refresh → 等 8 秒 → unity_get_compilation_errors(预期 0 错误)
→ unity_testing_run_tests({mode:"EditMode"}) → unity_testing_get_job(jobId)。
预期:191 条全绿(原 177 + 新增 14)。
- Step 5: 提交
git add Assets/_Game/Scripts/Enemies/EnemyBody.cs Assets/Tests/EditMode/Enemies/EnemyBodyTests.cs
git commit -m "feat(enemy): 新增 IEnemyBody 身体几何权威接口与 EnemyBody 实现(+14 纯函数单测)"
Task 2: EnemyBase 持有权威源
Files:
-
Modify:
Assets/_Game/Scripts/Enemies/EnemyBase.cs -
Step 1: 加序列化字段与
Body属性
在 EnemyBase.cs 的"子组件(Prefab Inspector 绑定)"Header 区块内、_hurtBox 字段之后(约 EnemyBase.cs:44)追加:
[Header("身体碰撞体(唯一权威源)")]
[Tooltip("用于身体几何(宽高/边缘/探测起点)的碰撞体。留空 = 使用本物体上的 Collider2D。" +
"移动探测、导航内缩、冲刺终点等全部以此为准,不要在各处自行取碰撞体。")]
[SerializeField] private Collider2D _bodyCollider;
在 _colliders 字段声明附近(约 EnemyBase.cs:70)追加缓存字段:
// 身体几何权威(懒创建;OnValidate 改引用后置空重建)
private EnemyBody _body;
在公开属性区(Abilities / AttackSelector 属性附近)追加:
/// <summary>身体碰撞体几何的唯一权威查询口。移动/导航/能力一律经此获取身体尺寸。</summary>
public IEnemyBody Body => _body ??= new EnemyBody(gameObject, _bodyCollider);
- Step 2:
Awake加运行期校验
在 EnemyBase.Awake 中 _colliders = GetComponentsInChildren<Collider2D>(true);(约 EnemyBase.cs:544)之后追加:
// 身体几何权威校验:解析不到碰撞体 → 显式报错(根因暴露,不静默兜底)
if (Body.Collider == null)
Debug.LogError($"[EnemyBase] {name} 找不到身体碰撞体:请在 Inspector 指定 _bodyCollider," +
"或确保本物体上挂有 Collider2D。移动探测/导航内缩将不可用。", this);
- Step 3: 扩展既有
OnValidate(不要新增第二个)
EnemyBase.cs:758 已有 protected virtual void OnValidate(),把它改为:
protected virtual void OnValidate()
{
_body = null; // 身体碰撞体引用可能在 Inspector 被改,缓存无条件失效(与警告抑制无关)
if (SuppressValidationWarnings) return;
if (_statsSO == null)
Debug.LogWarning($"[EnemyBase] {gameObject.name} 缺少 EnemyStatsSO 配置(运行时会 NullRef)。", this);
if (_stats == null)
Debug.LogWarning($"[EnemyBase] {gameObject.name} 未绑定 EnemyStats 组件引用。", this);
if (_animancer == null)
Debug.LogWarning($"[EnemyBase] {gameObject.name} 未绑定 AnimancerComponent 引用。", this);
if (_bodyCollider == null && GetComponent<Collider2D>() == null)
Debug.LogWarning($"[EnemyBase] {gameObject.name} 找不到身体碰撞体(未指定 _bodyCollider 且本物体无 Collider2D)。", this);
}
- Step 4: 编译门 + 全量测试
MCP:Assets/Refresh → 等 8 秒 → unity_get_compilation_errors(预期 0 错误)
→ unity_testing_run_tests({mode:"EditMode"})。预期:191 条全绿。
- Step 5: 提交
git add Assets/_Game/Scripts/Enemies/EnemyBase.cs
git commit -m "feat(enemy): EnemyBase 持有身体几何权威(_bodyCollider + Body),Awake/OnValidate 双重校验"
Task 3: EnemyMovement 全部改走权威接口
Files:
- Modify:
Assets/_Game/Scripts/Enemies/EnemyMovement.cs
本 Task 是行为等价重构:改完后巡逻/夹停/掉头行为必须与改前完全一致。
- Step 1: 加
EnemyBase懒获取与Body便捷属性
在 EnemyMovement 类的私有字段区追加(放在 _groundCheckCollider 附近即可):
// 身体几何权威(EnemyBase.Body)。懒获取以支持编辑器模式(Awake 未执行)下的 Gizmo/探测预览。
private EnemyBase _enemy;
private IEnemyBody Body
{
get
{
if (_enemy == null) _enemy = GetComponent<EnemyBase>();
return _enemy != null ? _enemy.Body : null;
}
}
- Step 2: 三个射线起点改用
Body
把 EnemyMovement.cs 中这三个方法整体替换(原实现各自解析碰撞体,约在 185–229 行):
private Vector2 GetGroundRayOrigin(int index)
{
var body = Body;
if (body == null || body.Collider == null) return (Vector2)transform.position;
Bounds b = body.Bounds;
float x = _groundCheckCount <= 1
? b.center.x
: Mathf.Lerp(b.min.x, b.max.x, (float)index / (_groundCheckCount - 1));
return new Vector2(x, b.min.y);
}
private bool IsGroundedCheck()
{
for (int i = 0; i < _groundCheckCount; i++)
{
if (Physics2D.Raycast(GetGroundRayOrigin(i), Vector2.down, _groundCheckDist, _groundMask))
return true;
}
return false;
}
// 墙体射线起点:身体朝向侧边缘、中心高度
private Vector2 GetWallRayOrigin()
{
var body = Body;
if (body == null || body.Collider == null) return (Vector2)transform.position;
return new Vector2(body.FrontEdgeX(_facingDir), body.Bounds.center.y);
}
// 悬崖射线起点:身体前下角再向前偏移 _ledgeCheckFwdOffset
private Vector2 GetLedgeRayOrigin()
{
var body = Body;
if (body == null || body.Collider == null) return (Vector2)transform.position;
float sign = _facingDir >= 0 ? 1f : -1f;
return new Vector2(body.FrontEdgeX(_facingDir) + sign * _ledgeCheckFwdOffset, body.Bounds.min.y);
}
- Step 3: 删除
GroundColliderOrSelf()与_groundCheckCollider字段
删除私有方法(原 EnemyMovement.cs:231-232):
private Collider2D GroundColliderOrSelf()
=> _groundCheckCollider != null ? _groundCheckCollider : GetComponent<Collider2D>();
删除序列化字段及其 [Tooltip](原 EnemyMovement.cs:45-46):
[Tooltip("用于确定射线起点宽度和底边的 Collider2D;留空则 Awake 时自动查找")]
[SerializeField] private Collider2D _groundCheckCollider;
- Step 4: 墙/悬崖判定与
EdgeSafeMargin改用Body
替换这三个成员(原 EnemyMovement.cs:243-278):
/// <summary>朝 <paramref name="dir"/> 前缘水平方向是否有墙。</summary>
public bool WouldHitWallAhead(float dir)
{
var body = Body;
if (body == null || body.Collider == null || _wallCheckDist <= 0f) return false;
float sign = Mathf.Sign(dir);
return Physics2D.Raycast(new Vector2(body.FrontEdgeX(dir), body.Bounds.center.y),
new Vector2(sign, 0f), _wallCheckDist, _wallMask);
}
/// <summary>朝 <paramref name="dir"/> 前缘外是否为悬崖(脚边地面缺失,会让碰撞体越出地形边缘)。</summary>
public bool WouldFallAhead(float dir)
{
var body = Body;
if (body == null || body.Collider == null || _ledgeCheckDownDist <= 0f) return false;
float sign = Mathf.Sign(dir);
return !Physics2D.Raycast(
new Vector2(body.FrontEdgeX(dir) + sign * _ledgeCheckFwdOffset, body.Bounds.min.y),
Vector2.down, _ledgeCheckDownDist, _groundMask);
}
/// <summary>
/// 身体中心到"能站住的平台边缘最近点"的水平安全余量 = 身体半宽 + 悬崖探测前向偏移。
/// 半宽取自唯一权威 <see cref="EnemyBase.Body"/>;探测偏移是本移动层自己的射线调参。
/// WouldFallAhead 在"身体前缘 + _ledgeCheckFwdOffset"处探地,故身体中心必须离平台边缘至少此距离,
/// 否则前缘探出崖沿被夹停。供 nav 段内随机游走/目标点吸附把点从段两端内缩此值。
/// </summary>
public float EdgeSafeMargin
{
get
{
var body = Body;
float halfWidth = body != null ? body.HalfWidth : 0f;
return halfWidth + Mathf.Max(0f, _ledgeCheckFwdOffset);
}
}
- Step 5: 确认没有遗漏的旧引用
Grep 确认 _groundCheckCollider 与 GroundColliderOrSelf 在整个项目已无引用:
grep -rn "_groundCheckCollider\|GroundColliderOrSelf" Assets/_Game/Scripts
预期:无输出。若编辑器脚本(如 EnemyLocomotionEditor)引用了它们,一并改为 Body。
- Step 6: 编译门 + 全量测试
MCP:Assets/Refresh → 等 8 秒 → unity_get_compilation_errors(预期 0 错误)
→ unity_testing_run_tests({mode:"EditMode"})。预期:191 条全绿。
- Step 7: 提交
git add Assets/_Game/Scripts/Enemies/EnemyMovement.cs
git commit -m "refactor(enemy): 移动层探测与 EdgeSafeMargin 改走 Body 权威,删除重复的碰撞体解析"
Task 4: PlayMode 行为等价性冒烟验证
Files: 无(场景内验证)
因两个现存敌人的
_groundCheckCollider实测均为 null,本次重构后行为应完全一致。 本 Task 用于确认没有引入回归。
- Step 1: 确认编辑器无新报错
MCP unity_console_log({type:"error", count:30}):确认没有新增的
[EnemyBase] ... 找不到身体碰撞体 报错(ENM_CaoZhi 有根 BoxCollider2D,不该触发)。
- Step 2: 进 Play 验证巡逻与夹停
MCP unity_play_mode({action:"play"}),等约 5 秒后用 unity_execute_code 读取状态:
var e = GameObject.Find("ENM_CaoZhi");
var mv = e.GetComponent<BaseGames.Enemies.EnemyMovement>();
var eb = e.GetComponent<BaseGames.Enemies.EnemyBase>();
return "grounded=" + mv.IsGrounded
+ "; halfWidth=" + eb.Body.HalfWidth.ToString("F3")
+ "; edgeSafeMargin=" + mv.EdgeSafeMargin.ToString("F3")
+ "; bodyCollider=" + (eb.Body.Collider != null ? eb.Body.Collider.GetType().Name : "NULL")
+ "; bounds=" + eb.Body.Bounds.ToString();
预期:bodyCollider=BoxCollider2D(非 NULL)、halfWidth>0、edgeSafeMargin = halfWidth + 0.1、
grounded=True(敌人站在平台上)。
- Step 3: 验证敌人仍会被崖边夹停、不会掉下平台
保持 Play,观察 ENM_CaoZhi 巡逻若干秒后再读一次:
var e = GameObject.Find("ENM_CaoZhi");
var mv = e.GetComponent<BaseGames.Enemies.EnemyMovement>();
return "pos=" + e.transform.position.ToString("F2")
+ "; grounded=" + mv.IsGrounded
+ "; wallAhead=" + mv.IsWallAhead
+ "; ledgeAhead=" + mv.IsLedgeAhead;
预期:grounded=True(未掉出平台);敌人位置在平台范围内。
- Step 4: 退出 Play
MCP unity_play_mode({action:"stop"})。确认 Console 无新增异常。
- Step 5: 记录结果
若全部通过,在提交信息或 Docs_Dev/Verification/ 记一行验证结论。无代码改动则无需提交。
自检记录(写计划时)
- Spec 覆盖:spec §3.1 权威源→Task 2;§3.2 接口 + §3.3 实现→Task 1;§3.4 消费端改造表(
EnemyMovement5 处 +EdgeSafeMargin+ 删字段/方法)→Task 3;§3.5 分层原则→Task 3 Step 4 的EdgeSafeMargin注释体现; §4 边界与错误处理→Task 2 Step 2/3(Awake LogError + OnValidate 警告 + 抑制机制)、Task 1 Step 3(碰撞体缺失退化值); §5 测试→Task 1(单测)、Task 3 Step 6(回归)、Task 4(PlayMode);§6 迁移安全→Task 4 验证。EnemyNavAgent按 spec §3.4 明确不改,故无对应 Task。 - 占位符扫描:无 TBD/TODO;每个改动步骤都给了完整代码。
- 类型一致性:
IEnemyBody成员(Collider/Bounds/HalfWidth/FrontEdgeX/RearEdgeX/HasPassed) 与 static 纯函数(FrontEdge/RearEdge/BodyPassed)在 Task 1 定义,Task 2(Body.Collider)、 Task 3(Body.Bounds/Body.FrontEdgeX/Body.HalfWidth)与测试中的用法一致。 - 测试基线:当前 177 → Task 1 后 191(新增 14 条);Task 2/3 不新增测试,仍应为 191。