refactor(enemy): CeilingHangStrike 参数迁入 CeilingHangStrikeAbilitySO(子类)
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@@ -12,50 +12,51 @@ namespace BaseGames.Enemies.Abilities
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/// </summary>
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public class CeilingHangStrikeAbility : EnemyAbilityBase
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{
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[Header("动画")]
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[SerializeField] private ClipTransition _strikeClip;
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[SerializeField] private ClipTransition _loopClip;
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[SerializeField] private ClipTransition _endClip;
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[Header("碰撞")]
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[SerializeField] private HitBox _attackHitBox;
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[SerializeField] private HurtBox _hurtBox;
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[Header("行为")]
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[Tooltip("脆弱悬挂窗口持续时间(秒)")]
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[SerializeField] private float _hangDuration = 2f;
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private CeilingHangStrikeAbilitySO _cfg;
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protected override void Awake()
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{
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base.Awake();
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_cfg = ResolveConfig<CeilingHangStrikeAbilitySO>();
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}
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protected override IEnumerator ExecuteCoroutine()
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{
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if (_cfg == null) yield break;
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Phase = AbilityRunState.Active;
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// 出击阶段:播放攻击动画并激活 HitBox
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if (_strikeClip.Clip != null)
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if (_cfg.strikeClip.Clip != null)
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{
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_animancer.Play(_strikeClip);
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_animancer.Play(_cfg.strikeClip);
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var dmgSrc = _config?.attackSequence?.Length > 0 ? _config.attackSequence[0].damageSource : null;
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_attackHitBox?.Activate(dmgSrc, _transform);
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yield return EnemyAbilityWaits.Get(_strikeClip.Clip.length);
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yield return EnemyAbilityWaits.Get(_cfg.strikeClip.Clip.length);
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}
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_attackHitBox?.Deactivate();
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// 脆弱悬挂阶段:HurtBox 激活为玩家反击窗口
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if (_loopClip.Clip != null)
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_animancer.Play(_loopClip);
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if (_cfg.loopClip.Clip != null)
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_animancer.Play(_cfg.loopClip);
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if (_hurtBox != null)
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_hurtBox.enabled = true;
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yield return EnemyAbilityWaits.Get(_hangDuration);
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yield return EnemyAbilityWaits.Get(_cfg.hangDuration);
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if (_hurtBox != null)
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_hurtBox.enabled = false;
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// 收回阶段
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if (_endClip.Clip != null)
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if (_cfg.endClip.Clip != null)
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{
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_animancer.Play(_endClip);
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yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
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_animancer.Play(_cfg.endClip);
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yield return EnemyAbilityWaits.Get(_cfg.endClip.Clip.length);
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}
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}
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@@ -0,0 +1,19 @@
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using Animancer;
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using UnityEngine;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>CeilingHangStrikeAbility 的配置:出击/悬挂/收回动画 + 悬挂窗口时长。</summary>
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[CreateAssetMenu(menuName = "BaseGames/Enemies/Abilities/Ceiling Hang Strike Ability", fileName = "ABL_")]
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public class CeilingHangStrikeAbilitySO : EnemyAbilitySO
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{
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[Header("动画")]
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public ClipTransition strikeClip;
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public ClipTransition loopClip;
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public ClipTransition endClip;
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[Header("行为")]
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[Tooltip("脆弱悬挂窗口持续时间(秒)")]
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public float hangDuration = 2f;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: f1af20cd73350514f912a48185125def
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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