多轮审查和修复
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31
Assets/Scripts/Combat/PoiseWindowConfig.cs
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31
Assets/Scripts/Combat/PoiseWindowConfig.cs
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using System;
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namespace BaseGames.Combat
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{
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/// <summary>
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/// 描述某个状态/技能在特定动画时间段内拥有的霸体等级(架构 06_CombatModule §13)。
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/// 在状态机的 Update() 或 AnimancerEvent 中与动画归一化时间对比,决定当前霸体等级。
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/// 使用示例:
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/// <code>
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/// [SerializeField] private PoiseWindowConfig[] _poiseWindows;
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/// public PoiseLevel GetCurrentPoiseLevel()
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/// {
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/// float t = _animancer.States.Current?.NormalizedTime ?? 0f;
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/// foreach (var w in _poiseWindows)
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/// if (t >= w.NormalizedStart && t <= w.NormalizedEnd)
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/// return w.Level;
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/// return PoiseLevel.None;
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/// }
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/// </code>
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/// </summary>
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[Serializable]
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public struct PoiseWindowConfig
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{
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/// <summary>此时间窗口期间的霸体等级。</summary>
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public PoiseLevel Level;
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/// <summary>动画归一化时间起点(0~1)。</summary>
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public float NormalizedStart;
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/// <summary>动画归一化时间终点(0~1)。</summary>
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public float NormalizedEnd;
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}
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}
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