Add WeaponFeedback component and AddressableManagerWindow meta file
- Implemented WeaponFeedback class for handling weapon-related feedbacks such as hit effects and attack sounds. - Added meta file for AddressableManagerWindow to manage addressable assets. - Included a new jump.data file for profiler data.
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@@ -127,14 +127,19 @@ namespace BaseGames.Player
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}
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#if UNITY_EDITOR
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_dbg_HP = $"{CurrentHP} / {MaxHP}";
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_dbg_Soul = $"{CurrentSoulPower} / {MaxSoulPower}";
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_dbg_Spirit = $"{CurrentSpiritPower} / {MaxSpiritPower}";
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_dbg_Spring = $"{CurrentSpringCharges} / {MaxSpringCharges}";
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// 非字符串字段每帧同步(拷贝值,无分配)
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_dbg_IsInvincible = IsInvincible;
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_dbg_InvincibleTimer = _invincibleTimer;
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_dbg_GodMode = _isGodMode;
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_dbg_Abilities = _unlockedAbilities == AbilityType.None ? "\u65e0" : _unlockedAbilities.ToString();
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// 字符串插值限速到 ~10 Hz,避免每帧分配(GC)
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if (Time.frameCount % 6 == 0)
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{
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_dbg_HP = $"{CurrentHP} / {MaxHP}";
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_dbg_Soul = $"{CurrentSoulPower} / {MaxSoulPower}";
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_dbg_Spirit = $"{CurrentSpiritPower} / {MaxSpiritPower}";
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_dbg_Spring = $"{CurrentSpringCharges} / {MaxSpringCharges}";
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_dbg_Abilities = _unlockedAbilities == AbilityType.None ? "\u65e0" : _unlockedAbilities.ToString();
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}
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#endif
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}
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// ── 护符修改器 API ─────────────────────────────────────────────────────
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