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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/// 近战攻击带后摇脆弱窗口能力:攻击动画期间按时间比例激活 HitBox,
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/// 攻击完成后开放 HurtBox(脆弱窗口),窗口结束后恢复正常。
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/// 可复用于任何"攻击后有反击窗口"的敌人技能。
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/// </summary>
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public class MeleeVulnerabilityAbility : EnemyAbilityBase
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{
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[Header("动画")]
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[SerializeField] private ClipTransition _attackClip;
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[Header("碰撞")]
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[SerializeField] private HitBox _hitBox;
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[SerializeField] private HurtBox _hurtBox;
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[Header("打击时间(0~1 归一化,基于 Clip 时长)")]
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[SerializeField, Range(0f, 1f)] private float _hitEnterT = 0.30f;
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[SerializeField, Range(0f, 1f)] private float _hitExitT = 0.60f;
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[Header("后摇脆弱窗口")]
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[Tooltip("HurtBox 激活时间(秒)")]
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[SerializeField] private float _staggerDuration = 1.0f;
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protected override IEnumerator ExecuteCoroutine()
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{
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Phase = AbilityRunState.Active;
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if (_attackClip.Clip == null) yield break;
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float len = _attackClip.Clip.length;
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float t = 0f;
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bool active = false;
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var dmgSrc = _config?.attackSequence?.Length > 0 ? _config.attackSequence[0].damageSource : null;
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_animancer.Play(_attackClip);
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while (t < len)
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{
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t += Time.deltaTime;
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if (!active && t >= len * _hitEnterT)
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{
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_hitBox?.Activate(dmgSrc, _transform);
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active = true;
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}
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if (active && t >= len * _hitExitT)
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{
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_hitBox?.Deactivate();
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active = false;
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}
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yield return null;
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}
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if (active)
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_hitBox?.Deactivate();
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// 后摇脆弱窗口
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if (_hurtBox != null)
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_hurtBox.enabled = true;
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yield return EnemyAbilityWaits.Get(_staggerDuration);
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if (_hurtBox != null)
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_hurtBox.enabled = false;
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}
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protected override void OnInterrupted(InterruptReason reason)
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{
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_hitBox?.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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