UI 系统
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46
Assets/_Game/Scripts/Skills/FormSkillDatabaseSO.cs
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46
Assets/_Game/Scripts/Skills/FormSkillDatabaseSO.cs
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using UnityEngine;
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using BaseGames.Player;
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namespace BaseGames.Skills
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{
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/// <summary>
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/// 形态技能数据库(<b>权威源</b>):FormType → 该形态的 3 个技能(1 魂技 + 2 魄技)。
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/// <para>
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/// <see cref="SkillManager"/>(执行)与 FormSkillPanel(展示)读<b>同一份</b>资产,消除数据重复。
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/// 放在 Skills 程序集而非 FormSO:因 BaseGames.Player 不能反向引用 BaseGames.Skills
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/// (Skills→Player 已有依赖,反向会循环),故技能引用不挂 FormSO(见 DesignSpec §06 与 asmdef 约束)。
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/// </para>
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/// 资产:Assets/_Game/Data/Skills/FormSkillDatabase.asset
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Skills/Form Skill Database", fileName = "FormSkillDatabase")]
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public class FormSkillDatabaseSO : ScriptableObject
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{
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[System.Serializable]
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public struct Entry
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{
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[Tooltip("此条目对应的形态。")]
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public FormType formType;
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[Tooltip("形态标题的本地化 Key(UI 表,如 FORM_TIANHUN)。供 FormSkillPanel 显示形态名。")]
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public string formLabelKey;
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[Tooltip("魂技(消耗灵力 / SoulPower)。")]
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public FormSkillSO soulSkill;
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[Tooltip("魄技 1(消耗魄元 / SpiritPower)。")]
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public FormSkillSO spiritSkill1;
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[Tooltip("魄技 2。")]
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public FormSkillSO spiritSkill2;
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}
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[SerializeField] private Entry[] _entries;
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public Entry[] Entries => _entries;
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/// <summary>取指定形态的技能条目;找不到返回 default(三技能均 null)。</summary>
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public Entry GetByType(FormType type)
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{
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if (_entries != null)
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foreach (var e in _entries)
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if (e.formType == type) return e;
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return default;
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}
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}
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}
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