feat(editor): 敌人/Boss 放置脚手架绑定 EnemyBase._bodyCollider(身体几何唯一权威)
This commit is contained in:
@@ -317,6 +317,7 @@ namespace BaseGames.Editor
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_bodyCollider", body, report); // 身体几何唯一权威(EnemyBase.Body)
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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@@ -369,7 +370,7 @@ namespace BaseGames.Editor
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rb.interpolation = RigidbodyInterpolation2D.Interpolate;
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rb.interpolation = RigidbodyInterpolation2D.Interpolate;
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Vector2 size = SpriteSizeOr(defaultSprite, new Vector2(1.5f, 2.5f));
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Vector2 size = SpriteSizeOr(defaultSprite, new Vector2(1.5f, 2.5f));
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CreateBodyCollider(go, bodyCollider, size);
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Collider2D body = CreateBodyCollider(go, bodyCollider, size);
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GetOrAddComponent<Animator>(go);
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GetOrAddComponent<Animator>(go);
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SpriteRenderer sr = SetupSpriteRenderer(go);
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SpriteRenderer sr = SetupSpriteRenderer(go);
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if (defaultSprite != null) sr.sprite = defaultSprite;
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if (defaultSprite != null) sr.sprite = defaultSprite;
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@@ -383,6 +384,7 @@ namespace BaseGames.Editor
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// References
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// References
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AssignReference(bossBase, "_stats", bossStats, report);
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AssignReference(bossBase, "_stats", bossStats, report);
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AssignReference(bossBase, "_bodyCollider", body, report); // 身体几何唯一权威(EnemyBase.Body)
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// DamageSourceSO
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// DamageSourceSO
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Object dmgSrc = FindFirstAsset("CMB_DS_BossBody", "CMB_DS_EnemyBody", "DS_BossBody");
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Object dmgSrc = FindFirstAsset("CMB_DS_BossBody", "CMB_DS_EnemyBody", "DS_BossBody");
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@@ -466,6 +468,7 @@ namespace BaseGames.Editor
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_bodyCollider", body, report); // 身体几何唯一权威(EnemyBase.Body)
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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@@ -569,6 +572,7 @@ namespace BaseGames.Editor
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_bodyCollider", body, report); // 身体几何唯一权威(EnemyBase.Body)
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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@@ -660,6 +664,7 @@ namespace BaseGames.Editor
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_bodyCollider", body, report); // 身体几何唯一权威(EnemyBase.Body)
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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@@ -777,6 +782,7 @@ namespace BaseGames.Editor
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_feedback", feedback, report);
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AssignReference(enemyBase, "_feedback", feedback, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_bodyCollider", body, report); // 身体几何唯一权威(EnemyBase.Body)
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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@@ -890,6 +896,7 @@ namespace BaseGames.Editor
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_bodyCollider", body, report); // 身体几何唯一权威(EnemyBase.Body)
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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@@ -999,6 +1006,7 @@ namespace BaseGames.Editor
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_movement", movement, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_animancer", animancer, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_hurtBox", hurtBox, report);
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AssignReference(enemyBase, "_bodyCollider", body, report); // 身体几何唯一权威(EnemyBase.Body)
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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@@ -1108,6 +1116,7 @@ namespace BaseGames.Editor
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AssignReference(bossBase, "_animancer", animancer, report);
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AssignReference(bossBase, "_animancer", animancer, report);
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AssignReference(bossBase, "_feedback", feedback, report);
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AssignReference(bossBase, "_feedback", feedback, report);
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AssignReference(bossBase, "_hurtBox", hurtBox, report);
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AssignReference(bossBase, "_hurtBox", hurtBox, report);
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AssignReference(bossBase, "_bodyCollider", body, report); // 身体几何唯一权威(EnemyBase.Body)
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AssignReference(skillExec, "_animancer", animancer, report);
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AssignReference(skillExec, "_animancer", animancer, report);
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// 浮空 / 击落 / 弹体发射点接线(计划)
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// 浮空 / 击落 / 弹体发射点接线(计划)
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