Refactor code structure for improved readability and maintainability
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using System.Collections;
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using Animancer;
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using BaseGames.Combat;
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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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/// 天花板三段攻击能力:出击 → 脆弱悬挂窗口 → 收回。
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/// 悬挂阶段(_loopClip)为脆弱窗口:HurtBox 激活,等待 _hangDuration 后结束。
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/// 可复用于任何固定位置的天花板攻击型敌人。
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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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protected override IEnumerator ExecuteCoroutine()
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{
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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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{
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_animancer.Play(_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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}
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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 (_hurtBox != null)
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_hurtBox.enabled = true;
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yield return EnemyAbilityWaits.Get(_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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{
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_animancer.Play(_endClip);
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yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
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}
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}
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protected override void OnInterrupted(InterruptReason reason)
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{
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_attackHitBox?.Deactivate();
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if (_hurtBox != null)
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_hurtBox.enabled = false;
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}
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}
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}
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