feat: Implement Room Streaming System
- Add RoomStreamingManager to manage room loading and unloading based on player proximity. - Create StreamingBudgetConfigSO for memory and performance budgeting of the streaming system. - Introduce TransitionDirector to handle seamless and atmospheric fade transitions between rooms. - Develop WorldGraph to represent room connectivity and facilitate neighbor queries and distance calculations. - Implement RoomNode and RoomEdge classes to structure room data and connections.
This commit is contained in:
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using System.Collections.Generic;
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using UnityEngine;
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namespace BaseGames.Enemies.StatusEffects
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{
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/// <summary>
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/// 状态效果管理器。
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/// 挂载在 EnemyBase 同 GameObject,负责激活效果的 Tick、叠加规则与移除。
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///
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/// 设计原则:
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/// - 同类型效果只保留一个(新效果重置计时)。
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/// - 每帧在 EnemyBase.Update 中由 Tick 驱动。
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/// - 敌人死亡时由 EnemyBase.Die 调用 Clear。
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class EnemyStatusEffectManager : MonoBehaviour
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{
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private EnemyBase _enemy;
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// 用 List 而非 Dictionary 避免 GC(通常同时激活效果 < 4 个)
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private readonly List<IStatusEffect> _active = new List<IStatusEffect>(4);
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private void Awake() => _enemy = GetComponent<EnemyBase>();
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// ── 外部 API ──────────────────────────────────────────────────────
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/// <summary>施加效果。同类型效果已存在时先移除旧的再挂新的(刷新)。</summary>
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public void Apply(IStatusEffect effect)
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{
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if (effect == null) return;
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Remove(effect.Type); // 移除同类旧效果(刷新逻辑)
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_active.Add(effect);
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effect.OnApplied(_enemy);
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}
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/// <summary>移除指定类型效果(若存在)。</summary>
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public void Remove(StatusEffectType type)
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{
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for (int i = _active.Count - 1; i >= 0; i--)
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{
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if (_active[i].Type == type)
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{
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_active[i].OnRemoved(_enemy);
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_active.RemoveAt(i);
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break;
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}
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}
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}
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/// <summary>查询指定类型效果是否激活。</summary>
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public bool HasEffect(StatusEffectType type)
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{
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for (int i = 0; i < _active.Count; i++)
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if (_active[i].Type == type) return true;
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return false;
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}
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/// <summary>激活效果的只读视图(调试叠加层 / 存档用,非热路径)。</summary>
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public System.Collections.Generic.IReadOnlyList<IStatusEffect> ActiveEffects => _active;
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/// <summary>移除全部效果(死亡 / 重生时调用)。</summary>
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public void Clear()
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{
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for (int i = _active.Count - 1; i >= 0; i--)
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_active[i].OnRemoved(_enemy);
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_active.Clear();
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}
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// ── 每帧驱动 ─────────────────────────────────────────────────────
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private void Update()
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{
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if (_active.Count == 0) return;
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float dt = Time.deltaTime;
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for (int i = _active.Count - 1; i >= 0; i--)
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{
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var fx = _active[i];
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fx.Tick(_enemy, dt);
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if (fx.IsFinished)
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{
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fx.OnRemoved(_enemy);
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_active.RemoveAt(i);
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}
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d13e62de549907545bb4295ce1e0f089
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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38
Assets/_Game/Scripts/Enemies/StatusEffects/IStatusEffect.cs
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38
Assets/_Game/Scripts/Enemies/StatusEffects/IStatusEffect.cs
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using UnityEngine;
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namespace BaseGames.Enemies.StatusEffects
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{
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/// <summary>
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/// 状态效果类型枚举。
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/// </summary>
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public enum StatusEffectType
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{
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Frozen, // 冻结:停止移动、降低 BT Tick 频率
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Sleep, // 睡眠:受击即唤醒
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Burning, // 灼烧:持续扣血
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}
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/// <summary>
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/// 状态效果接口。
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/// 每种效果实现此接口,由 <see cref="EnemyStatusEffectManager"/> 统一管理生命周期。
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/// </summary>
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public interface IStatusEffect
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{
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StatusEffectType Type { get; }
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/// <summary>持续时间(秒),负值 = 永久(直到手动移除)。</summary>
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float Duration { get; }
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/// <summary>效果是否已自然结束(超时或条件不满足)。</summary>
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bool IsFinished { get; }
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/// <summary>效果挂载到 enemy 时调用一次。</summary>
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void OnApplied(EnemyBase enemy);
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/// <summary>效果每帧 Tick(由 EnemyStatusEffectManager 驱动)。</summary>
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void Tick(EnemyBase enemy, float deltaTime);
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/// <summary>效果移除(超时 / 手动 / 死亡)时调用一次。</summary>
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void OnRemoved(EnemyBase enemy);
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 471af430ac587384ebcd225024de6dab
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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128
Assets/_Game/Scripts/Enemies/StatusEffects/StatusEffects.cs
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128
Assets/_Game/Scripts/Enemies/StatusEffects/StatusEffects.cs
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using UnityEngine;
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using BaseGames.Combat;
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using BaseGames.Enemies.Abilities;
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namespace BaseGames.Enemies.StatusEffects
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{
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/// <summary>
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/// 冻结效果:停止敌人移动,中断所有能力,降低 BT Tick 频率。
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/// 效果持续期间每帧强制停止水平移动。
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/// </summary>
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public sealed class FrozenEffect : IStatusEffect
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{
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public StatusEffectType Type => StatusEffectType.Frozen;
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public float Duration { get; }
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public bool IsFinished => _elapsed >= Duration;
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private float _elapsed;
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public FrozenEffect(float duration) => Duration = duration;
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public void OnApplied(EnemyBase enemy)
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{
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_elapsed = 0f;
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enemy.Abilities?.InterruptAll(InterruptReason.ExternalRequest);
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enemy.StopMovement();
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enemy.SetAggroTickRate(false);
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}
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public void Tick(EnemyBase enemy, float deltaTime)
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{
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_elapsed += deltaTime;
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enemy.Movement?.StopHorizontal();
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}
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public void OnRemoved(EnemyBase enemy) { }
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}
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/// <summary>
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/// 睡眠效果:敌人进入休眠状态,受到任意伤害立即唤醒。
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/// 持续时间可为负值(永久,直到被击醒)。
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/// </summary>
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public sealed class SleepEffect : IStatusEffect
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{
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public StatusEffectType Type => StatusEffectType.Sleep;
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public float Duration { get; }
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public bool IsFinished => _awoken || (Duration >= 0f && _elapsed >= Duration);
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private float _elapsed;
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private bool _awoken;
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private int _lastHP;
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public SleepEffect(float duration = -1f) => Duration = duration;
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public void OnApplied(EnemyBase enemy)
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{
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_elapsed = 0f;
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_awoken = false;
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_lastHP = enemy.Stats != null ? enemy.Stats.CurrentHP : int.MaxValue;
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enemy.Abilities?.InterruptAll(InterruptReason.ExternalRequest);
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enemy.StopMovement();
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enemy.SetAggroTickRate(false);
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}
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public void Tick(EnemyBase enemy, float deltaTime)
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{
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_elapsed += deltaTime;
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enemy.Movement?.StopHorizontal();
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// 受击检测:HP 减少则唤醒
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if (enemy.Stats != null && enemy.Stats.CurrentHP < _lastHP)
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_awoken = true;
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if (enemy.Stats != null)
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_lastHP = enemy.Stats.CurrentHP;
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}
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public void OnRemoved(EnemyBase enemy) { }
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}
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/// <summary>
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/// 灼烧效果:每 tickInterval 秒对敌人造成 damagePerTick 点持续伤害。
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/// 不触发霸体判定(无 DamageFlags.ForceBreak),允许受击动作打断。
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/// </summary>
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public sealed class BurningEffect : IStatusEffect
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{
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public StatusEffectType Type => StatusEffectType.Burning;
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public float Duration { get; }
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public bool IsFinished => _elapsed >= Duration;
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private readonly float _damagePerTick;
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private readonly float _tickInterval;
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private float _elapsed;
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private float _nextTick;
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public BurningEffect(float duration, float damagePerTick, float tickInterval = 0.5f)
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{
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Duration = duration;
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_damagePerTick = damagePerTick;
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_tickInterval = tickInterval;
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}
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public void OnApplied(EnemyBase enemy)
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{
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_elapsed = 0f;
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_nextTick = _tickInterval;
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}
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public void Tick(EnemyBase enemy, float deltaTime)
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{
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_elapsed += deltaTime;
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if (_elapsed >= _nextTick)
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{
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_nextTick += _tickInterval;
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var info = new DamageInfo
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{
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RawDamage = (int)_damagePerTick,
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Amount = (int)_damagePerTick,
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FinalDamage = (int)_damagePerTick,
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Type = DamageType.Fire,
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Flags = DamageFlags.None,
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};
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enemy.TakeDamage(info);
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}
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}
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public void OnRemoved(EnemyBase enemy) { }
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: fc0498227f923c74281ecb8f7abaaf10
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MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
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