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敌人碰撞体 Sprite 驱动 + 统一 Box + 全员接触伤害区 Implementation Plan

For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (- [ ]) syntax for tracking.

Goal: 让脚手架 SceneObjectPlacerTool 生成的每个敌人(含 Boss)的主体/HurtBox/ContactDamageZone 三者统一为 BoxCollider2D、同尺寸、底部对齐 y=0,尺寸由向导默认 Sprite 的包围盒推导(留空回退硬编码),且每个敌人都有 ContactDamageZone。

Architecture:SceneObjectPlacerTool 新增两个静态助手(SpriteSizeOrSetupHurtAndContactBoxes),把各 PlaceExxx 里参差的 Capsule/Circle HurtBox/接触伤害创建统一替换为"主体 Box(size) + 助手建 HurtBox/ContactDamageZone(Box, size, trigger, 底部对齐)"CharacterWizardWindow 加一个可选默认 Sprite 字段并透传。只改这两个编辑器脚本,不动任何 prefab。

Tech Stack: Unity 2022.3 (C# 9)、UnityEditor、UI Toolkit(向导)、Unity MCP(端口 7890)做编译门与放置验证。

设计文档: Docs/superpowers/specs/2026-07-10-enemy-sprite-driven-box-colliders-design.md

全局约定:

  • 编译门unity_execute_code(port 7890) 跑 AssetDatabase.Refresh(); CompilationPipeline.RequestScriptCompilation(); return "ok"; → Bash sleep 9unity_get_compilation_errors severity=error 期望 count=0。桥接超时则 unity_editor_ping 等恢复再重试;长会话保持 Unity 窗口前台(失焦会卡死队列)。
  • 每个 Task 结束提交一次(中文 + 类型前缀)。分支已在 fix/e001-chase-facing-and-cd-patrol(或按需另开)。
  • 不修改任何 prefab(用户后续手动重生成替换)。
  • 放置验证PlaceExxx 会在活动场景创建一个敌人 GameObject。验证时先确认活动场景是 TestRoomA(或任意可写场景),放置后读该对象的碰撞体,验证完 DestroyImmediate 清理,避免污染场景。

关键事实(实现前必读,均已核实)

  • EnemyBodyColliderType { Box, Capsule, Circle }(SceneObjectPlacerTool.cs:44)CreateBodyCollider(GameObject, EnemyBodyColliderType, Vector2 size) 建主体碰撞体并 AlignColliderBottomToPivot
  • AlignColliderBottomToPivot(Collider2D)Box/Capsule 设 offset.y = size.y*0.5Circle 设 offset.y = radius —— 底部对齐 y=0。
  • EnsureCollidersAreTriggers(GameObject) 已存在:把节点全部 Collider2D 设 isTrigger=true
  • GetOrCreateChild(Transform, string)GetOrAddComponent<T>(GameObject)SetLayer(GameObject, string, List<string>)AssignReference(Object, string, Object, List<string>)FindFirstAsset(params string[]) 均已存在。
  • SetupSpriteRenderer(GameObject) → SpriteRenderer:若 sr.sprite 为空则填一个默认 Square;返回 sr。
  • 各敌人现有 fallback 主体尺寸(Vector2)E001=0.6×0.8、E002=0.5×0.7、E003=0.5×0.6、E004=0.8×1.2、E005=0.9×1.0、E006=0.7×1.0、ChaoFeng=1.2×2.0、PlaceEnemy(通用)=0.7×0.9、PlaceBossEnemy(通用)=1.5×2.5。
  • E001 接触伤害现有接线:BodyContactDamage.enabled=false(伪装期不伤,追击能力开)ContactChaseAbility._contactDamage 绑该 BodyContactDamageContactDamageZone 的 HitBox._defaultSourceFindFirstAsset("CMB_DS_EnemyBody","DS_EnemyBody")
  • 命名空间:BaseGames.Combat(HurtBox/HitBox)、BaseGames.Enemies(BodyContactDamage)。SceneObjectPlacerTool 顶部已 using 这些。

Task 1: 新增两个助手 SpriteSizeOr / SetupHurtAndContactBoxes

Files:

  • Modify: Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs(紧邻现有 EnsureCollidersAreTriggers 助手之后)

  • Step 1: 加两个助手

EnsureCollidersAreTriggers 方法之后插入:

        /// <summary>Sprite 有则用其世界包围盒尺寸(sprite.bounds.size),否则回退。</summary>
        private static Vector2 SpriteSizeOr(Sprite s, Vector2 fallback)
            => s != null ? (Vector2)s.bounds.size : fallback;

        /// <summary>
        /// 建/更新 HurtBox 与 ContactDamageZone 两个子节点:均为 BoxCollider2D、同尺寸 size、
        /// 底部对齐 y=0、isTrigger=true。ContactDamageZone 带 HitBox + BodyContactDamage。
        /// contactEnabledBodyContactDamage 初始启用状态(不需要接触伤害的敌人可传 false 或后续置节点非激活)。
        /// 返回 (hurtBox, bodyContact, contactHitBox) 供上层按需接线(如伤害源/能力引用)。
        /// </summary>
        private static (HurtBox hurt, BodyContactDamage contact, HitBox contactHitBox)
            SetupHurtAndContactBoxes(GameObject root, Vector2 size, bool contactEnabled, List<string> report)
        {
            // HurtBox 子节点
            var hurtT = GetOrCreateChild(root.transform, "HurtBox");
            SetLayer(hurtT.gameObject, "EnemyHurtBox", report);
            var hurtCol = GetOrAddComponent<BoxCollider2D>(hurtT.gameObject);
            hurtCol.size = size;
            hurtCol.isTrigger = true;
            AlignColliderBottomToPivot(hurtCol);
            var hurtBox = GetOrAddComponent<HurtBox>(hurtT.gameObject);
            EnsureCollidersAreTriggers(hurtT.gameObject);

            // ContactDamageZone 子节点
            var contactT = GetOrCreateChild(root.transform, "ContactDamageZone");
            SetLayer(contactT.gameObject, "EnemyHitBox", report);
            var contactCol = GetOrAddComponent<BoxCollider2D>(contactT.gameObject);
            contactCol.size = size;
            contactCol.isTrigger = true;
            AlignColliderBottomToPivot(contactCol);
            var contactHitBox = GetOrAddComponent<HitBox>(contactT.gameObject);
            var bodyContact = GetOrAddComponent<BodyContactDamage>(contactT.gameObject);
            bodyContact.enabled = contactEnabled;
            EnsureCollidersAreTriggers(contactT.gameObject);

            return (hurtBox, bodyContact, contactHitBox);
        }

注意:HurtBox/HitBoxBaseGames.CombatBodyContactDamageBaseGames.Enemies,文件顶部已 using。GetOrAddComponent<BoxCollider2D> 若节点已有别的 Collider2D 不会移除——但本任务不改现有 prefab,全新放置的节点只会有这一个 Box,无残留。

  • Step 2: 编译门 → count=0(此时助手未被调用,只验证语法/引用)。

  • Step 3: 提交

git add Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
git commit -m "feat(scaffold): 新增 SpriteSizeOr / SetupHurtAndContactBoxes 助手(Box 统一 HurtBox/接触伤害区)"

Task 2: E001 改用助手 + sprite 参数(参考样板)

Files:

  • Modify: Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.csPlaceE001_CaoZhi

  • Step 1: 改签名加 sprite 参数

把重载:

        public static void PlaceE001_CaoZhi() => PlaceE001_CaoZhi(EnemyBodyColliderType.Box);
        public static void PlaceE001_CaoZhi(EnemyBodyColliderType bodyCollider)

改为:

        public static void PlaceE001_CaoZhi() => PlaceE001_CaoZhi(EnemyBodyColliderType.Box, null);
        public static void PlaceE001_CaoZhi(EnemyBodyColliderType bodyCollider, Sprite defaultSprite = null)
  • Step 2: 用 sprite 推导 size、赋 SpriteRenderer、走助手

E001 现有片段(约 457-489 行)大致为:

            Collider2D body = CreateBodyCollider(go, bodyCollider, new Vector2(0.6f, 0.8f));
            ...
            SpriteRenderer sr1 = SetupSpriteRenderer(visual.gameObject);
            ...
            Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
            SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
            CapsuleCollider2D hurtCap = GetOrAddComponent<CapsuleCollider2D>(hurtBoxT.gameObject);
            hurtCap.isTrigger = true;
            hurtCap.size = new Vector2(0.55f, 0.75f);
            AlignColliderBottomToPivot(hurtCap);
            HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
            EnsureCollidersAreTriggers(hurtBoxT.gameObject);

            Transform contactT = GetOrCreateChild(go.transform, "ContactDamageZone");
            SetLayer(contactT.gameObject, "EnemyHitBox", report);
            CircleCollider2D contactCol = GetOrAddComponent<CircleCollider2D>(contactT.gameObject);
            contactCol.isTrigger = true;
            contactCol.radius = 0.4f;
            AlignColliderBottomToPivot(contactCol);
            HitBox contactHitBox = GetOrAddComponent<HitBox>(contactT.gameObject);
            BodyContactDamage bodyContact = GetOrAddComponent<BodyContactDamage>(contactT.gameObject);
            bodyContact.enabled = false;
            EnsureCollidersAreTriggers(contactT.gameObject);

改为(size 用 sprite,主体 Box(size)HurtBox/ContactDamageZone 走助手;E001 接触伤害仍禁用+由能力控制):

            Vector2 size = SpriteSizeOr(defaultSprite, new Vector2(0.6f, 0.8f));
            Collider2D body = CreateBodyCollider(go, bodyCollider, size);
            ...
            SpriteRenderer sr1 = SetupSpriteRenderer(visual.gameObject);
            if (defaultSprite != null) sr1.sprite = defaultSprite;
            ...
            var (hurtBox, bodyContact, contactHitBox) =
                SetupHurtAndContactBoxes(go, size, contactEnabled: false, report); // E001 伪装期不伤,追击能力开

保留后续对 bodyContact / contactHitBox / hurtBox 的接线不变,即:

  • AssignReference(enemyBase, "_hurtBox", hurtBox, report) 若原有(用返回的 hurtBox)。
  • AssignReference(chaseAbility, "_contactDamage", bodyContact, report) 保留。
  • 伤害源:Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody", "DS_EnemyBody"); if (dmgSrc != null) AssignReference(contactHitBox, "_defaultSource", dmgSrc, report); 保留。

实现前 Read 当前 PlaceE001_CaoZhi 全文,把上面被替换段之外的接线原样保留(只换碰撞体创建方式与 size 来源)。sr1 变量名沿用现有。

  • Step 3: 编译门 → count=0。

  • Step 4: 放置验证(MCP)

unity_execute_code(port 7890):反射调用 PlaceE001_CaoZhi(EnemyBodyColliderType.Box, null)(无 sprite→回退 0.6×0.8),然后校验并清理:

var t = System.AppDomain.CurrentDomain.GetAssemblies().SelectMany(a=>{try{return a.GetTypes();}catch{return new System.Type[0];}}).FirstOrDefault(x=>x.Name=="SceneObjectPlacerTool");
var m = t.GetMethod("PlaceE001_CaoZhi", new[]{ t.GetNestedType("EnemyBodyColliderType") ?? typeof(int), typeof(UnityEngine.Sprite) });
// 若上面拿不到,改用带默认参数的 2-参重载:
m = t.GetMethods().First(x=>x.Name=="PlaceE001_CaoZhi" && x.GetParameters().Length==2);
var enumType = m.GetParameters()[0].ParameterType;
m.Invoke(null, new object[]{ System.Enum.ToObject(enumType, 0), null });
var go = UnityEngine.GameObject.Find("ENM_CaoZhi");
var sb=new System.Text.StringBuilder();
foreach(var name in new[]{"","HurtBox","ContactDamageZone"}){
  var node = name==""? go.transform : go.transform.Find(name);
  var col = node.GetComponent<UnityEngine.Collider2D>();
  string label = name==""? "BODY" : name;
  if(col is UnityEngine.BoxCollider2D b)
    sb.AppendLine(label+": Box size="+b.size.ToString("F2")+" isTrigger="+b.isTrigger+" offset.y="+b.offset.y.ToString("F3")+" (期望 offset.y=size.y/2="+(b.size.y*0.5f).ToString("F3")+")");
  else sb.AppendLine(label+": "+(col!=null?col.GetType().Name:"NO COLLIDER"));
}
sb.AppendLine("ContactDamageZone.BodyContactDamage.enabled="+go.transform.Find("ContactDamageZone").GetComponent<BaseGames.Enemies.BodyContactDamage>().enabled+" (E001 期望 false)");
UnityEngine.Object.DestroyImmediate(go); // 清理
return sb.ToString();

期望:BODY/HurtBox/ContactDamageZone 都是 Box、size=(0.60,0.80)、HurtBox/Contact isTrigger=True、BODY isTrigger=False、三者 offset.y=size.y/2、ContactDamage.enabled=False。

  • Step 5: 提交
git add Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
git commit -m "refactor(scaffold): E001 用统一助手建 Box HurtBox/接触伤害区 + sprite 尺寸参数"

Task 3: E002-E006 改用助手 + sprite 参数

Files:

  • Modify: Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.csPlaceE002_HuangZhiPlaceE003_YouZhi_EnemyPlaceE004_ZhiMu_EnemyPlaceE005_FeiZhi_EnemyPlaceE006_Huan

对每个敌人应用相同变换(下方 fallback size 逐敌人不同):

  • Step 1: 每个敌人改签名加 sprite 参数

例(E002)

        public static void PlaceE002_HuangZhi() => PlaceE002_HuangZhi(EnemyBodyColliderType.Box, null);
        public static void PlaceE002_HuangZhi(EnemyBodyColliderType bodyCollider, Sprite defaultSprite = null)

E003/E004/E005/E006 同理(保持各自方法名)。

  • Step 2: 每个敌人替换碰撞体创建

对每个 PlaceExxxRead 其当前实现,然后:

  1. 主体:Vector2 size = SpriteSizeOr(defaultSprite, <fallback>);CreateBodyCollider(go, bodyCollider, size);(替换原 new Vector2(...) 硬编码)。
  2. SpriteRenderer:找到该敌人的 SetupSpriteRenderer(...) 调用(变量如 sr/sr3/sr5),其后加 if (defaultSprite != null) <sr>.sprite = defaultSprite;
  3. HurtBox + ContactDamageZone:删除该敌人现有的 HurtBox(Capsule) 与(若有)hit/ContactDamageZone(Circle) 创建代码,改为: var (hurtBox, bodyContact, contactHitBox) = SetupHurtAndContactBoxes(go, size, contactEnabled: true, report); E002/E004/E005 原本没有 ContactDamageZone——现在统一补上,contactEnabled=true。)
  4. 保留该敌人原有对 hurtBox 的接线(如 AssignReference(enemyBase, "_hurtBox", hurtBox, report);用返回的 hurtBox 替换原局部变量名)。若该敌人的某个攻击能力原本引用了旧 HurtBox 变量,改用返回的 hurtBox
  5. 伤害源接线(统一加,若该敌人原本没有):Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody", "DS_EnemyBody"); if (dmgSrc != null) AssignReference(contactHitBox, "_defaultSource", dmgSrc, report);

逐敌人 fallback size

  • E002 PlaceE002_HuangZhinew Vector2(0.5f, 0.7f)
  • E003 PlaceE003_YouZhi_Enemynew Vector2(0.5f, 0.6f)
  • E004 PlaceE004_ZhiMu_Enemynew Vector2(0.8f, 1.2f)
  • E005 PlaceE005_FeiZhi_Enemynew Vector2(0.9f, 1.0f)
  • E006 PlaceE006_Huannew Vector2(0.7f, 1.0f)

注意:某些敌人(如 E002)的攻击能力有独立的 _attackHitBox / _hurtBox 引用——这些是能力自己的 HitBox,与本任务的 HurtBox/ContactDamageZone 无关,勿动;只替换"主体受击 HurtBox"与"接触伤害 ContactDamageZone"两处。实现前务必 Read 每个 PlaceExxx 全文分清。

  • Step 3: 编译门 → count=0。

  • Step 4: 放置验证(MCP)

对 E002-E006 各放置一次并校验(同 Task 2 的验证代码,替换方法名与期望 GameObject 名 ENM_HuangZhi/ENM_YouZhi/ENM_ZhiMu/ENM_FeiZhi/ENM_Huan,期望 size=各 fallback、三者 Box+底部对齐、HurtBox/Contact isTrigger=True、ContactDamage.enabled=True)。每次验证后 DestroyImmediate 清理。

  • Step 5: 提交
git add Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
git commit -m "refactor(scaffold): E002-E006 统一 Box HurtBox/接触伤害区 + sprite 尺寸(补全缺失的接触伤害区)"

Task 4: ChaoFeng(Boss) + 通用 PlaceEnemy/PlaceBossEnemy 改用助手 + sprite

Files:

  • Modify: Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.csPlaceChaoFengPlaceEnemyPlaceBossEnemy

  • Step 1: PlaceChaoFeng 加 sprite 参数 + 助手

        public static void PlaceChaoFeng() => PlaceChaoFeng(EnemyBodyColliderType.Box, null);
        public static void PlaceChaoFeng(EnemyBodyColliderType bodyCollider, Sprite defaultSprite = null)

体内:Vector2 size = SpriteSizeOr(defaultSprite, new Vector2(1.2f, 2.0f));CreateBodyCollider(go, bodyCollider, size);SpriteRenderer 后加 sprite 赋值;HurtBox 段(Capsule)替换为 var (hurtBox, bodyContact, contactHitBox) = SetupHurtAndContactBoxes(go, size, contactEnabled: true, report);(Boss 原 ContactDamageZone,现补上,默认启用,策划按需置非激活);保留 Boss 原有 hurtBox 接线;加伤害源接线(同上)。

  • Step 2: 通用 PlaceEnemy / PlaceBossEnemy 同样处理

PlaceEnemy(EnemyBodyColliderType, Sprite defaultSprite=null) fallback new Vector2(0.7f, 0.9f)PlaceBossEnemy(...) fallback new Vector2(1.5f, 2.5f)。各自:size 用 sprite、CreateBodyCollider(size)、sprite 赋 Sr、SetupHurtAndContactBoxes(go, size, contactEnabled: true, report)(若原本没有 HurtBox/ContactDamageZone 则新增;有则替换)。加无参重载 => PlaceXxx(EnemyBodyColliderType.Box, null) 若需要。

  • Step 3: 编译门 → count=0。

  • Step 4: 放置验证(MCP):放置 ChaoFeng(ENM_ChaoFeng),校验三者 Box、size=(1.20,2.00)、HurtBox/Contact isTrigger=True、底部对齐、ContactDamageZone 存在。DestroyImmediate 清理。

  • Step 5: 提交

git add Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
git commit -m "refactor(scaffold): ChaoFeng + 通用 Place 统一 Box HurtBox/接触伤害区 + sprite 尺寸"

Task 5: 向导 CharacterWizardWindow 加默认 Sprite 字段并透传

Files:

  • Modify: Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs

  • Step 1: 加字段

在字段区(约 _enemyBodyCollider 声明附近)加:

        private Sprite _defaultSprite; // 敌人/Boss 默认外观 Sprite:碰撞体尺寸依据(可留空)
  • Step 2: 小怪 Tab 加 ObjectField

RefreshEnemyTabContent 里的 colliderField(EnumField "主体碰撞器类型")之后加:

            var spriteField = new UnityEditor.UIElements.ObjectField("默认外观 Sprite(碰撞体尺寸依据,可留空)")
            { objectType = typeof(Sprite), allowSceneObjects = false, value = _defaultSprite };
            spriteField.RegisterValueChangedCallback(evt => _defaultSprite = evt.newValue as Sprite);
            container.Add(spriteField);
  • Step 3: 小怪放置调用透传 sprite

PlaceSpecificEnemy(string id, EnemyBodyColliderType bodyCollider) 改签名加 Sprite defaultSprite

        private static void PlaceSpecificEnemy(string id, SceneObjectPlacerTool.EnemyBodyColliderType bodyCollider, Sprite defaultSprite)
        {
            switch (id)
            {
                case "E001": SceneObjectPlacerTool.PlaceE001_CaoZhi(bodyCollider, defaultSprite);        break;
                case "E002": SceneObjectPlacerTool.PlaceE002_HuangZhi(bodyCollider, defaultSprite);      break;
                case "E003": SceneObjectPlacerTool.PlaceE003_YouZhi_Enemy(bodyCollider, defaultSprite);  break;
                case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(bodyCollider, defaultSprite);   break;
                case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(bodyCollider, defaultSprite);  break;
                case "E006": SceneObjectPlacerTool.PlaceE006_Huan(bodyCollider, defaultSprite);          break;
                default:
                    Debug.LogError($"[CharacterWizardWindow] 未注册的敌人 id '{id}'。");
                    SceneObjectPlacerTool.PlaceEnemy(bodyCollider, defaultSprite);
                    break;
            }
        }

并把调用处 PlaceSpecificEnemy(id, _enemyBodyCollider) 改为 PlaceSpecificEnemy(id, _enemyBodyCollider, _defaultSprite)RefreshEnemyTabContent 里的 MakeSceneButton(sceneLabel, () => PlaceSpecificEnemy(id, _enemyBodyCollider)))。

  • Step 4: Boss Tab 加 ObjectField + 透传

BuildBossTab 的 "放置嘲风到场景并绑定 SO" 按钮之前加同款 spriteField(绑 _defaultSprite);把该按钮改为 MakeSceneButton("放置嘲风到场景并绑定 SO", () => SceneObjectPlacerTool.PlaceChaoFeng(SceneObjectPlacerTool.EnemyBodyColliderType.Box, _defaultSprite))

  • Step 5: 编译门 → count=0。

  • Step 6: 提交

git add Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs
git commit -m "feat(wizard): 敌人/Boss 加默认外观 Sprite 字段并透传给脚手架(碰撞体尺寸依据)"

Task 6: 端到端 Sprite 驱动验证 + 收尾

Files: 无(仅 MCP 验证)

  • Step 1: 用一张真实 Sprite 走一次放置,验证碰撞体尺寸 = sprite 包围盒

unity_execute_code(port 7890)

// 取任意一张 sprite 资产
var spriteGuid = UnityEditor.AssetDatabase.FindAssets("t:Sprite").FirstOrDefault();
var sprite = spriteGuid!=null ? UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.Sprite>(UnityEditor.AssetDatabase.GUIDToAssetPath(spriteGuid)) : null;
if(sprite==null) return "no sprite asset found";
var t = System.AppDomain.CurrentDomain.GetAssemblies().SelectMany(a=>{try{return a.GetTypes();}catch{return new System.Type[0];}}).FirstOrDefault(x=>x.Name=="SceneObjectPlacerTool");
var m = t.GetMethods().First(x=>x.Name=="PlaceE002_HuangZhi" && x.GetParameters().Length==2);
var enumType = m.GetParameters()[0].ParameterType;
m.Invoke(null, new object[]{ System.Enum.ToObject(enumType, 0), sprite });
var go = UnityEngine.GameObject.Find("ENM_HuangZhi");
var body = go.GetComponent<UnityEngine.BoxCollider2D>();
var sb=new System.Text.StringBuilder();
sb.AppendLine("sprite.bounds.size="+((UnityEngine.Vector2)sprite.bounds.size).ToString("F3"));
sb.AppendLine("body Box size="+body.size.ToString("F3")+" (期望=sprite.bounds.size)");
sb.AppendLine("HurtBox size="+go.transform.Find("HurtBox").GetComponent<UnityEngine.BoxCollider2D>().size.ToString("F3"));
sb.AppendLine("Contact size="+go.transform.Find("ContactDamageZone").GetComponent<UnityEngine.BoxCollider2D>().size.ToString("F3"));
sb.AppendLine("SpriteRenderer.sprite="+(go.GetComponentInChildren<UnityEngine.SpriteRenderer>()?.sprite?.name ?? "null"));
UnityEngine.Object.DestroyImmediate(go);
return sb.ToString();

期望:body/HurtBox/Contact size 三者一致且 = sprite.bounds.sizeSpriteRenderer.sprite = 该 sprite 名。

  • Step 2: 自检BaseGames/Tools/Maintenance/Physics2D Layer Matrix/Check 期望无新增不符(层未变)。

  • Step 3: grep 确认无残留 Capsule/Circle HurtBox/接触伤害创建

rg -n "CapsuleCollider2D hurt|CircleCollider2D contact|CircleCollider2D hit" Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs

期望:0 命中(HurtBox/接触伤害区的 Capsule/Circle 创建都已换成助手;主体的 CreateBodyCollider 里 Capsule/Circle 分支保留属正常)。

  • Step 4: 更新记忆 editor_scaffold_tools.md / scaffold_tools_required.md:记录敌人碰撞体现由 sprite 驱动、三者统一 Box+底部对齐、全员有 ContactDamageZone。

Self-Review(作者已核对)

  • Spec 覆盖:§A 向导 sprite 字段→Task 5;§B 助手→Task 1、各敌人改造→Task 2/3/4(含补全 4 个缺失 ContactDamageZone、E001 contactEnabled=false 特例、伤害源接线);§C 不动 prefab→全程无 prefab 操作;§D 验证→各 Task Step 4 + Task 6。主体默认 Box→CreateBodyCollider 默认分支;底部对齐→助手内 AlignColliderBottomToPivot。
  • 占位符:无 TBD;助手给完整代码;per-enemy 改造给"读现有→套模式+具体 fallback size+接线说明",因每个 PlaceExxx 的能力接线各异,显式要求实现前 Read 全文(属机械变换)。
  • 类型一致SpriteSizeOr(Sprite,Vector2)→Vector2SetupHurtAndContactBoxes(GameObject,Vector2,bool,List<string>)→(HurtBox,BodyContactDamage,HitBox) 全程一致;EnemyBodyColliderType 参数名/默认值一致;PlaceExxx(bodyCollider, defaultSprite=null) 签名贯穿 Task 2-5。
  • 已知风险:各 PlaceExxx 内的攻击能力自带 HitBox(如 E002 _attackHitBox)与本任务的主体 HurtBox/ContactDamageZone 不同,Task 3 已显式提示勿混淆——实现前必须 Read 每个方法全文。