Refactor code structure for improved readability and maintainability
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25
Assets/_Game/Scripts/Enemies/Abilities/AppearAbility.cs
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25
Assets/_Game/Scripts/Enemies/Abilities/AppearAbility.cs
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using System.Collections;
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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>
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/// 出场演出能力:播放出场动画后切换到 Combat 阶段(适用于小Boss或需出场动画的精英怪)。
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/// 可复用于任何"播出场动画→进入战斗"的敌人。
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/// </summary>
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public class AppearAbility : EnemyAbilityBase
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{
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[SerializeField] private ClipTransition _appearClip;
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protected override IEnumerator ExecuteCoroutine()
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{
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Phase = AbilityRunState.Active;
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if (_appearClip.Clip == null) yield break;
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_animancer.Play(_appearClip);
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yield return EnemyAbilityWaits.Get(_appearClip.Clip.length);
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_enemy.SetAiPhase(AiPhase.Combat);
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}
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}
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}
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