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)
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@@ -62,6 +62,7 @@ namespace BaseGames.Editor
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// 小怪类型选择 — 具体敌人类型
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private int _enemyTypeIndex = 0;
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private SceneObjectPlacerTool.EnemyBodyColliderType _enemyBodyCollider = SceneObjectPlacerTool.EnemyBodyColliderType.Box;
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private Sprite _defaultSprite; // 敌人/Boss 默认外观 Sprite:碰撞体尺寸依据(可留空)
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private static readonly (string id, string name)[] EnemyTypes =
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{
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("E001", "草蛭"),
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@@ -298,9 +299,14 @@ namespace BaseGames.Editor
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colliderField.RegisterValueChangedCallback(evt => _enemyBodyCollider = (SceneObjectPlacerTool.EnemyBodyColliderType)evt.newValue);
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container.Add(colliderField);
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var spriteField = new UnityEditor.UIElements.ObjectField("默认外观 Sprite(碰撞体尺寸依据,可留空)")
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{ objectType = typeof(Sprite), allowSceneObjects = false, value = _defaultSprite };
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spriteField.RegisterValueChangedCallback(evt => _defaultSprite = evt.newValue as Sprite);
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container.Add(spriteField);
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var sceneGroup = MakeActionGroup();
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string sceneLabel = $"放置 {id} {name} 到场景";
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sceneGroup.Add(MakeSceneButton(sceneLabel, () => PlaceSpecificEnemy(id, _enemyBodyCollider)));
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sceneGroup.Add(MakeSceneButton(sceneLabel, () => PlaceSpecificEnemy(id, _enemyBodyCollider, _defaultSprite)));
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sceneGroup.Add(MakeSceneButton("迁移选中对象 Visual 节点", MigrateSelectedEnemyVisualNode));
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container.Add(sceneGroup);
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}
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@@ -340,8 +346,14 @@ namespace BaseGames.Editor
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root.Add(MakeSectionHeader("▶ 场景搭建"));
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root.Add(MakeHelpBox("放置嘲风完整组件树(ChaoFengBoss + 浮空控制器 + 击倒计数 + Phase1 HitBox × 4 + 炮口 × 3)。"));
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var bossSpriteField = new UnityEditor.UIElements.ObjectField("默认外观 Sprite(碰撞体尺寸依据,可留空)")
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{ objectType = typeof(Sprite), allowSceneObjects = false, value = _defaultSprite };
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bossSpriteField.RegisterValueChangedCallback(evt => _defaultSprite = evt.newValue as Sprite);
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root.Add(bossSpriteField);
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var sceneGroup = MakeActionGroup();
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sceneGroup.Add(MakeSceneButton("放置嘲风到场景并绑定 SO", SceneObjectPlacerTool.PlaceChaoFeng));
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sceneGroup.Add(MakeSceneButton("放置嘲风到场景并绑定 SO",
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() => SceneObjectPlacerTool.PlaceChaoFeng(SceneObjectPlacerTool.EnemyBodyColliderType.Box, _defaultSprite)));
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sceneGroup.Add(MakeSceneButton("迁移选中对象 Visual 节点", MigrateSelectedEnemyVisualNode));
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root.Add(sceneGroup);
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@@ -617,19 +629,19 @@ namespace BaseGames.Editor
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$"全部 {id} SO 已创建(已存在的跳过)。\n请放置到场景后检查组件绑定。", "确定");
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}
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private static void PlaceSpecificEnemy(string id, SceneObjectPlacerTool.EnemyBodyColliderType bodyCollider)
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private static void PlaceSpecificEnemy(string id, SceneObjectPlacerTool.EnemyBodyColliderType bodyCollider, Sprite defaultSprite)
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{
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switch (id)
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{
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case "E001": SceneObjectPlacerTool.PlaceE001_CaoZhi(bodyCollider); break;
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case "E002": SceneObjectPlacerTool.PlaceE002_HuangZhi(bodyCollider); break;
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case "E003": SceneObjectPlacerTool.PlaceE003_YouZhi_Enemy(bodyCollider); break;
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case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(bodyCollider); break;
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case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(bodyCollider); break;
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case "E006": SceneObjectPlacerTool.PlaceE006_Huan(bodyCollider); break;
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case "E001": SceneObjectPlacerTool.PlaceE001_CaoZhi(bodyCollider, defaultSprite); break;
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case "E002": SceneObjectPlacerTool.PlaceE002_HuangZhi(bodyCollider, defaultSprite); break;
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case "E003": SceneObjectPlacerTool.PlaceE003_YouZhi_Enemy(bodyCollider, defaultSprite); break;
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case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(bodyCollider, defaultSprite); break;
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case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(bodyCollider, defaultSprite); break;
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case "E006": SceneObjectPlacerTool.PlaceE006_Huan(bodyCollider, defaultSprite); break;
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default:
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Debug.LogError($"[CharacterWizardWindow] 未注册的敌人 id '{id}',请在 SceneObjectPlacerTool 中实现对应 PlaceE...() 方法并注册。");
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SceneObjectPlacerTool.PlaceEnemy(bodyCollider);
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SceneObjectPlacerTool.PlaceEnemy(bodyCollider, defaultSprite);
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break;
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}
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}
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