多轮审查和修复
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29
Assets/Scripts/Combat/ShieldConfigSO.cs
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29
Assets/Scripts/Combat/ShieldConfigSO.cs
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using UnityEngine;
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namespace BaseGames.Combat
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{
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/// <summary>
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/// 护盾配置资产(架构 06_CombatModule §6 ShieldSystem)。
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/// 可通过 Assets/Create/Combat/ShieldConfig 创建。
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/// </summary>
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[CreateAssetMenu(menuName = "Combat/ShieldConfig", fileName = "ShieldConfig")]
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public class ShieldConfigSO : ScriptableObject
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{
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[Header("护盾数值")]
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public int MaxShieldHP = 0; // 0 = 无护盾(默认禁用)
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[Range(0f, 1f)]
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public float DamageAbsorptionRatio = 1.0f; // 1.0 = 全吸收;<1.0 = 部分穿透
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public float RechargeDelay = 2.0f; // 受击后延迟多久才开始再生(秒)
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public float RechargeRate = 20f; // 每秒再生 HP
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[Header("破碎惩罚")]
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public float BrokenPenaltyDuration = 3.0f; // 护盾破碎后不可再生的惩罚时长(秒)
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[Header("存档点")]
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public bool FullRechargeOnSavePoint = true; // 抵达存档点时是否完全恢复护盾
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[Header("弹反加成")]
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[Range(0f, 1f)]
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public float ParryRestoreRatio = 0.3f; // 弹反成功后恢复护盾比例(占 MaxShieldHP)
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}
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}
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