refactor(enemy)!: 删除旧 Boss 轨 9 个脚本
BossSkillSO / AttackPatternSO / SkillSequenceSO / BossSkillExecutor / BossSkillTypes / WeakPointSystem / TelegraphSystem / BossSkillModule / BossSkillSequenceWindow,连同 Patterns 独立程序集(BaseGames.Enemies.Boss.Patterns.asmdef, 已核实无任何 asmdef 按名或按 GUID 引用它)整包移除。 删前先清两处引用: - ChaoFengKnockdownCounter 击落打断改走 _boss.Abilities.InterruptAll(ExternalRequest) - EditorScaffoldUtils 命名前缀表删掉两条指向已删类型的死条目(还与 AssetFolderSpec 的 ABL_ 冲突) 判据「有更优替代才删」逐项对应: - 编排 → EnemyAbilitySO + EnemyAttackSO(归一化时机 / 槽位 HitBox) - 阶段门 → BossPhaseAbilityGate - 选招 → EnemyAttackSelector + WeightedRandomAntiRepeat - 可弹反 → DamageSourceSO.Flags(CanBeParried),HurtBox 已在判定 - 弱点倍率 → HurtBox 自带倍率(原实现的 GetDamageMultiplier 零调用者) - 预警 → clip 姿态 + 动画事件(TriggerFeedback / PlaySFX 已补接) - 竞技场联动 → EnemySpawnerOnEvent - 霸体窗口 → EnemyAttackSO.hasPoiseWindow 四字段 能力资产的编辑器总览视图随 BossSkillModule 一并消失, 后续补 EnemyAbilityModule(优先级低于 AiDefinitionValidator)。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -18,8 +18,6 @@ namespace BaseGames.Editor
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{
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{ "WeaponSO", ("WPN_", "WPN_{ID},例:WPN_SkyBlade") },
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{ "FormSkillSO", ("SKL_", "SKL_{Name},例:SKL_SoulBlade") },
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{ "BossSkillSO", ("SKL_", "SKL_{Name},例:SKL_BossRage") },
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{ "SkillSequenceSO", ("SKL_", "SKL_Seq_{Name},例:SKL_Seq_RageCombo") },
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{ "EnemyStatsSO", ("ENM_", "ENM_E{ID}_Stats,例:ENM_E001_Stats") },
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{ "LootTableSO", ("ENM_", "ENM_E{ID}_Loot,例:ENM_E001_Loot") },
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{ "FormConfigSO", ("PLY_", "PLY_{FormID},例:PLY_Player01") },
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