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>
This commit is contained in:
@@ -2,6 +2,7 @@ using System.Collections;
|
||||
using Animancer;
|
||||
using BaseGames.Boss;
|
||||
using BaseGames.Combat;
|
||||
using BaseGames.Enemies.Abilities;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Enemies.Boss
|
||||
@@ -79,7 +80,8 @@ namespace BaseGames.Enemies.Boss
|
||||
{
|
||||
_inKnockdown = true;
|
||||
|
||||
_boss.GetComponentInChildren<BossSkillExecutor>()?.InterruptCurrentSkill();
|
||||
// 击落打断当前正在执行的所有能力(招式统一由能力注册表管理)
|
||||
_boss.Abilities.InterruptAll(InterruptReason.ExternalRequest);
|
||||
|
||||
if (_knockdownHitClip.Clip != null)
|
||||
_boss.Animancer.Play(_knockdownHitClip);
|
||||
|
||||
Reference in New Issue
Block a user