修复编译错误

This commit is contained in:
2026-05-12 21:50:49 +08:00
parent 2b2a74da42
commit 458f344e83
28 changed files with 122 additions and 54 deletions

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@@ -8,9 +8,12 @@
"versionDefines": [],
"rootNamespace": "BaseGames.Enemies.AI",
"references": [
"BaseGames.Core",
"BaseGames.Core.Events",
"BaseGames.Enemies",
"BaseGames.Enemies.Boss.Patterns",
"Opsive.BehaviorDesigner.Runtime"
"Opsive.BehaviorDesigner.Runtime",
"Kybernetik.Animancer"
],
"autoReferenced": true,
"overrideReferences": false,

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@@ -1,27 +0,0 @@
using UnityEngine;
namespace BaseGames.Enemies
{
/// <summary>
/// BatchLOSSystem 的注册接口(架构 07_EnemyModule §12
/// 实现此接口的 EnemyBase 子类可以注册到 BatchLOSSystem
/// 以批处理方式接收 LOSLine of Sight检测结果。
/// </summary>
public interface ILOSRequester
{
/// <summary>射线起点(通常是眼部位置)。</summary>
Vector2 LOSOrigin { get; }
/// <summary>射线终点(通常是玩家位置)。</summary>
Vector2 LOSTarget { get; }
/// <summary>遮挡 LOS 的物理图层。</summary>
LayerMask LOSBlockingMask { get; }
/// <summary>
/// 接收 LOS 检测结果。
/// <paramref name="hasLineOfSight"/>: true = 有视线false = 被遮挡。
/// </summary>
void ReceiveLOSResult(bool hasLineOfSight);
}
}

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@@ -1,11 +0,0 @@
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