refactor(enemy): ContactChase 参数迁入 ContactChaseAbilitySO(子类)
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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>ContactChaseAbility 的配置:起手/循环/收招动画 + 冲刺速度。</summary>
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[CreateAssetMenu(menuName = "BaseGames/Enemies/Abilities/Contact Chase Ability", fileName = "ABL_")]
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public class ContactChaseAbilitySO : EnemyAbilitySO
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{
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[Header("动画(起手 / 循环 / 收招)")]
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public ClipTransition startClip; // Skill_Start:张口(一次性)
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public ClipTransition loopClip; // Skill_Loop:快速爬行追击(循环)
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public ClipTransition endClip; // Skill_End:收招(一次性)
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[Header("冲刺")]
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[Tooltip("冲刺速度;<=0 时回退用 EnemyStatsSO.RunSpeed(追击速度)")]
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public float dashSpeed = 0f;
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}
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}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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@@ -13,20 +13,21 @@ namespace BaseGames.Enemies.Abilities
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/// </summary>
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/// </summary>
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public class ContactChaseAbility : EnemyAbilityBase
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public class ContactChaseAbility : EnemyAbilityBase
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{
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{
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[Header("动画(起手 / 循环 / 收招)")]
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[SerializeField] private ClipTransition _startClip; // Skill_Start:张口(一次性)
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[SerializeField] private ClipTransition _loopClip; // Skill_Loop:快速爬行追击(循环)
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[SerializeField] private ClipTransition _endClip; // Skill_End:收招(一次性)
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[Header("接触伤害")]
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[Header("接触伤害")]
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[SerializeField] private BodyContactDamage _contactDamage;
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[SerializeField] private BodyContactDamage _contactDamage;
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[Header("冲刺")]
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private ContactChaseAbilitySO _cfg;
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[Tooltip("冲刺速度;<=0 时回退用 EnemyStatsSO.RunSpeed(追击速度)")]
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[SerializeField] private float _dashSpeed = 0f;
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protected override void Awake()
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{
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base.Awake();
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_cfg = ResolveConfig<ContactChaseAbilitySO>();
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}
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protected override IEnumerator ExecuteCoroutine()
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protected override IEnumerator ExecuteCoroutine()
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{
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{
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if (_cfg == null) yield break;
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Phase = AbilityRunState.Active;
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Phase = AbilityRunState.Active;
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_enemy.SetEngaged(true);
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_enemy.SetEngaged(true);
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@@ -44,20 +45,20 @@ namespace BaseGames.Enemies.Abilities
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}
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}
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// 起手:张口(一次性)。期间静止、不伤人;锁住动画防被步态覆盖。
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// 起手:张口(一次性)。期间静止、不伤人;锁住动画防被步态覆盖。
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if (_startClip.Clip != null)
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if (_cfg.startClip.Clip != null)
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{
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{
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_enemy.LockAnim(_startClip.Clip.length);
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_enemy.LockAnim(_cfg.startClip.Clip.length);
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_animancer.Play(_startClip);
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_animancer.Play(_cfg.startClip);
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yield return EnemyAbilityWaits.Get(_startClip.Clip.length);
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yield return EnemyAbilityWaits.Get(_cfg.startClip.Clip.length);
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}
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}
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// 冲刺速度:优先能力配置的 _dashSpeed,否则回退 Stats.RunSpeed
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// 冲刺速度:优先能力配置的 _dashSpeed,否则回退 Stats.RunSpeed
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float speed = _dashSpeed > 0f ? _dashSpeed
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float speed = _cfg.dashSpeed > 0f ? _cfg.dashSpeed
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: (_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
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: (_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
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// 冲刺:朝该方向直冲、接触伤害开、播 Skill_Loop,直到撞墙/到边缘或玩家消失即停。
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// 冲刺:朝该方向直冲、接触伤害开、播 Skill_Loop,直到撞墙/到边缘或玩家消失即停。
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if (_loopClip.Clip != null)
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if (_cfg.loopClip.Clip != null)
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_animancer.Play(_loopClip);
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_animancer.Play(_cfg.loopClip);
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if (_contactDamage != null)
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if (_contactDamage != null)
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_contactDamage.enabled = true;
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_contactDamage.enabled = true;
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@@ -92,20 +93,20 @@ namespace BaseGames.Enemies.Abilities
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// 丢失目标 = AI 主动退出追击态(ExternalRequest) → 播收招 Skill_End;
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// 丢失目标 = AI 主动退出追击态(ExternalRequest) → 播收招 Skill_End;
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// 受击/死亡/硬直等硬打断不播收招。协程已停,fire-and-forget;动画锁保证 Skill_End
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// 受击/死亡/硬直等硬打断不播收招。协程已停,fire-and-forget;动画锁保证 Skill_End
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// 在其时长内不被巡逻步态盖掉。
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// 在其时长内不被巡逻步态盖掉。
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if (reason == InterruptReason.ExternalRequest && _endClip.Clip != null)
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if (reason == InterruptReason.ExternalRequest && _cfg != null && _cfg.endClip.Clip != null)
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{
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{
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_enemy.LockAnim(_endClip.Clip.length);
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_enemy.LockAnim(_cfg.endClip.Clip.length);
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_animancer.Play(_endClip);
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_animancer.Play(_cfg.endClip);
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}
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}
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Cleanup();
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Cleanup();
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}
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}
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private IEnumerator PlaySkillEnd()
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private IEnumerator PlaySkillEnd()
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{
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{
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if (_endClip.Clip == null) yield break;
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if (_cfg == null || _cfg.endClip.Clip == null) yield break;
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_enemy.LockAnim(_endClip.Clip.length);
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_enemy.LockAnim(_cfg.endClip.Clip.length);
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_animancer.Play(_endClip);
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_animancer.Play(_cfg.endClip);
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yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
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yield return EnemyAbilityWaits.Get(_cfg.endClip.Clip.length);
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}
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}
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private void DisableContact()
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private void DisableContact()
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