Refactor code structure for improved readability and maintainability
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42
Assets/_Game/Scripts/Enemies/Abilities/FacePlayerAbility.cs
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42
Assets/_Game/Scripts/Enemies/Abilities/FacePlayerAbility.cs
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using System.Collections;
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using System.Linq;
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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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/// 面向玩家能力:朝向玩家后播放转身/翻转动画并等待完成。
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/// CanUse 重写:仅在无其他技能运行且玩家在背后时可用。
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/// 可复用于任何需要"检测背后玩家并翻转"的敌人。
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/// </summary>
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public class FacePlayerAbility : EnemyAbilityBase
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{
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[SerializeField] private ClipTransition _faceClip;
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public override bool CanUse =>
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base.CanUse
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&& !_enemy.Abilities.All.Any(a => a != this && a.IsRunning)
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&& IsPlayerBehind();
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private bool IsPlayerBehind()
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{
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if (_enemy.PlayerTransform == null) return false;
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float dx = _enemy.PlayerTransform.position.x - _enemy.transform.position.x;
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int facing = _enemy.Movement?.FacingDirection ?? 1;
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return (facing > 0 && dx < 0) || (facing < 0 && dx > 0);
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}
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protected override IEnumerator ExecuteCoroutine()
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{
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Phase = AbilityRunState.Active;
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_enemy.Movement?.FaceTarget(_enemy.PlayerTransform.position);
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if (_faceClip.Clip == null) yield break;
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_animancer.Play(_faceClip);
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yield return EnemyAbilityWaits.Get(_faceClip.Clip.length);
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}
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}
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}
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