Files
zeling_v2/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs
T

58 lines
2.1 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public sealed class FakeSensor : ISensor
{
public bool Sees; public float LostForValue; public Vector2 Last;
public bool SeesPlayer() => Sees;
public bool InRange(float range) => Sees; // 简化:可见即在范围
public bool LostFor(float seconds) => LostForValue >= seconds;
public Vector2 LastKnown => Last;
}
public sealed class FakeMover : IMover
{
public List<string> Calls = new List<string>();
public void MoveTo(Vector2 t) => Calls.Add("MoveTo");
public void FacePlayer() => Calls.Add("FacePlayer");
public void Stop() => Calls.Add("Stop");
public void WalkRandom() => Calls.Add("WalkRandom");
public void LookAround() => Calls.Add("LookAround");
}
public sealed class FakeCombat : ICombatant
{
public string Running; public List<string> Used = new List<string>();
public bool UseAbility(string id) { Used.Add(id); Running = id; return true; }
public bool IsAbilityRunning(string id = null) => id == null ? Running != null : Running == id;
public bool NoAbilityRunning => Running == null;
public bool CanUseAbility(string id) => true;
}
public sealed class FakeVitals : IActorVitals
{
public bool Alive = true; public bool Controllable = true; public float Hp = 1f;
public bool IsAlive => Alive;
public bool IsControllable => Controllable;
public float HpPercent => Hp;
public bool HpBelow(float ratio) => Hp < ratio;
}
public sealed class FakeAiContext : IAiContext
{
public FakeSensor S = new FakeSensor();
public FakeMover M = new FakeMover();
public FakeCombat C = new FakeCombat();
public FakeVitals V = new FakeVitals();
public Blackboard BB = new Blackboard();
public ISensor Sensor => S;
public IMover Mover => M;
public ICombatant Combat => C;
public IActorVitals Vitals => V;
public Blackboard Blackboard => BB;
}
}