多轮审查和修复
This commit is contained in:
@@ -8,7 +8,8 @@
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"versionDefines": [],
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"rootNamespace": "BaseGames.Combat.StatusEffects",
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"references": [
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"BaseGames.Combat"
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"BaseGames.Combat",
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"BaseGames.Core.Events"
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],
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"autoReferenced": true,
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"overrideReferences": false,
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45
Assets/Scripts/Combat/StatusEffects/FireEffect.cs
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45
Assets/Scripts/Combat/StatusEffects/FireEffect.cs
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@@ -0,0 +1,45 @@
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namespace BaseGames.Combat.StatusEffects
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{
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/// <summary>
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/// 燃烧效果(架构 06_CombatModule §11)。
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/// 规则:不可叠加(MaxStacks = 1);重复施加刷新持续时间;每 0.5 秒造成 1 点 True 伤害。
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/// </summary>
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public class FireEffect : StatusEffect
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{
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private const float BaseDuration = 3.0f; // 持续 3 秒
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private const float DotInterval = 0.5f; // 每 0.5 秒一次
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public override StatusEffectType EffectType => StatusEffectType.Fire;
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public override int MaxStacks => 1;
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public FireEffect()
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{
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TickInterval = DotInterval;
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}
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public override void OnApply(StatusEffectManager owner)
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{
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base.OnApply(owner);
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owner.SetShaderParam("_FireGlow", 1f);
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}
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/// <summary>每次 DoT Tick 造成 1 点 True 伤害(绕过护盾,无敌帧不免疫)。</summary>
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public override void OnTick()
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{
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var info = new DamageInfo.Builder()
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.SetRaw(1)
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.SetType(DamageType.True)
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.SetFlags(DamageFlags.IgnoreIFrame)
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.Build();
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Owner?.ApplyDirectDamage(info);
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}
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public override void OnExpire()
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{
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Owner?.SetShaderParam("_FireGlow", 0f);
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}
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protected override float GetBaseDuration() => BaseDuration;
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public override string GetDisplayName() => "燃烧";
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}
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 1dfc988231a6ac14a9aa035ba1719ab0
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guid: 2d692ae17737ac54bb0940c3487a59be
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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54
Assets/Scripts/Combat/StatusEffects/PoisonEffect.cs
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54
Assets/Scripts/Combat/StatusEffects/PoisonEffect.cs
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@@ -0,0 +1,54 @@
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namespace BaseGames.Combat.StatusEffects
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{
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/// <summary>
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/// 中毒效果(架构 06_CombatModule §11)。
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/// 规则:最多叠加 3 层;每层叠加伤害 +1;每 1 秒造成 StackCount 点 True 伤害。
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/// </summary>
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public class PoisonEffect : StatusEffect
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{
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private const float BaseDuration = 5.0f; // 持续 5 秒
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private const float DotInterval = 1.0f; // 每 1 秒一次
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public override StatusEffectType EffectType => StatusEffectType.Poison;
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public override int MaxStacks => 3;
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public PoisonEffect()
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{
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TickInterval = DotInterval;
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}
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public override void OnApply(StatusEffectManager owner)
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{
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base.OnApply(owner);
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UpdateShader();
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}
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public override void OnStack()
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{
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base.OnStack();
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UpdateShader();
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}
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public override void OnTick()
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{
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var info = new DamageInfo.Builder()
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.SetRaw(StackCount) // 叠层越多伤害越高
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.SetType(DamageType.True)
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.SetFlags(DamageFlags.IgnoreIFrame)
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.Build();
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Owner?.ApplyDirectDamage(info);
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}
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public override void OnExpire()
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{
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StackCount = 0;
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Owner?.SetShaderParam("_PoisonGlow", 0f);
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}
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private void UpdateShader()
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=> Owner?.SetShaderParam("_PoisonGlow", StackCount / (float)MaxStacks);
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protected override float GetBaseDuration() => BaseDuration;
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public override string GetDisplayName() => $"中毒 ×{StackCount}";
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}
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}
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11
Assets/Scripts/Combat/StatusEffects/PoisonEffect.cs.meta
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11
Assets/Scripts/Combat/StatusEffects/PoisonEffect.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 97257dbfc13b78441a89c652f51310cf
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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33
Assets/Scripts/Combat/StatusEffects/StaggerEffect.cs
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33
Assets/Scripts/Combat/StatusEffects/StaggerEffect.cs
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@@ -0,0 +1,33 @@
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namespace BaseGames.Combat.StatusEffects
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{
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/// <summary>
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/// 硬直效果(架构 06_CombatModule §11)。
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/// 规则:不可叠加(MaxStacks = 1);施加期间宿主无法执行动作。
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/// 外部查询:entity.GetComponent<StatusEffectManager>()?.HasEffect(StatusEffectType.Stagger)
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/// </summary>
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public class StaggerEffect : StatusEffect
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{
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private const float BaseDuration = 0.5f; // 默认硬直持续时间(秒)
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private readonly float _overrideDuration;
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/// <param name="duration">自定义持续时间(<= 0 使用默认值)。</param>
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public StaggerEffect(float duration = 0f)
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{
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_overrideDuration = duration > 0f ? duration : BaseDuration;
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TickInterval = 0f; // 无 DoT Tick
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}
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public override StatusEffectType EffectType => StatusEffectType.Stagger;
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public override int MaxStacks => 1;
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public override void OnApply(StatusEffectManager owner)
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{
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Owner = owner;
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Duration = _overrideDuration;
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}
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protected override float GetBaseDuration() => _overrideDuration;
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public override string GetDisplayName() => "硬直";
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}
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}
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11
Assets/Scripts/Combat/StatusEffects/StaggerEffect.cs.meta
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11
Assets/Scripts/Combat/StatusEffects/StaggerEffect.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 23c67d6324b88a1468bd20baa4f109c3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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91
Assets/Scripts/Combat/StatusEffects/StatusEffect.cs
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91
Assets/Scripts/Combat/StatusEffects/StatusEffect.cs
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@@ -0,0 +1,91 @@
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using UnityEngine;
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namespace BaseGames.Combat.StatusEffects
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{
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/// <summary>
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/// 状态效果抽象基类(架构 06_CombatModule §11)。
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/// ⚠️ 类名为 StatusEffect(非 StatusEffectBase)。
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///
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/// 生命周期:
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/// OnApply(owner) → Update(delta) × N [内部调用 OnTick()] → OnExpire()
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///
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/// 叠加规则:同类型再次施加时调用 OnStack();Manager 保证每种类型只有一个实例。
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/// </summary>
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public abstract class StatusEffect
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{
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/// <summary>效果类型标识(用作 Dictionary key)。</summary>
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public abstract StatusEffectType EffectType { get; }
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/// <summary>最大叠加层数(1 = 不可叠加,重复施加只刷新持续时间)。</summary>
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public abstract int MaxStacks { get; }
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/// <summary>当前叠加层数。</summary>
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public int StackCount { get; protected set; } = 1;
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/// <summary>当前剩余持续时间(秒)。</summary>
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public float Duration { get; protected set; }
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/// <summary>每次 Tick 的间隔(秒)。</summary>
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public float TickInterval { get; protected set; }
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/// <summary>是否已过期(由 Manager 每帧检查)。</summary>
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public virtual bool IsExpired => Duration <= 0f;
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private float _tickTimer;
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/// <summary>宿主 Manager(OnApply 时注入,OnTick/OnExpire 中可访问)。</summary>
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public StatusEffectManager Owner { get; protected set; }
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// ── 生命周期回调(可重写)─────────────────────────────────────────
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/// <summary>
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/// 效果施加时调用(Owner 在此注入)。
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/// ⚠️ 参数为 StatusEffectManager(非 IDamageable),架构 06 §11。
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/// </summary>
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public virtual void OnApply(StatusEffectManager owner)
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{
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Owner = owner;
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Duration = GetBaseDuration();
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}
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/// <summary>
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/// 同类型效果再次施加时调用(叠层 / 刷新持续时间)。
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/// 默认行为:刷新持续时间并叠加层数(若未达上限)。
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/// </summary>
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public virtual void OnStack()
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{
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Duration = GetBaseDuration();
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StackCount = Mathf.Min(StackCount + 1, MaxStacks);
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}
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/// <summary>每个 TickInterval 秒调用一次(DoT 等周期效果)。</summary>
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public virtual void OnTick() { }
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/// <summary>效果到期 / 被净化时调用。⚠️ 名称 OnExpire(非 OnRemove)。</summary>
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public virtual void OnExpire() { }
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// ── 框架驱动(由 Manager.Update 调用,每帧执行)──────────────────
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/// <summary>递减持续时间并在到达 Tick 间隔时触发 OnTick。</summary>
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public void Update(float delta)
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{
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Duration -= delta;
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if (TickInterval <= 0f) return;
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_tickTimer += delta;
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if (_tickTimer >= TickInterval)
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{
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_tickTimer -= TickInterval;
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OnTick();
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}
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}
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// ── 子类必须实现 ──────────────────────────────────────────────────
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/// <summary>返回本类型效果的基础持续时间(秒)。</summary>
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protected abstract float GetBaseDuration();
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/// <summary>返回本效果的本地化显示名称。</summary>
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public abstract string GetDisplayName();
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}
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}
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11
Assets/Scripts/Combat/StatusEffects/StatusEffect.cs.meta
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11
Assets/Scripts/Combat/StatusEffects/StatusEffect.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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@@ -0,0 +1,21 @@
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using UnityEngine;
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using BaseGames.Core.Events;
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namespace BaseGames.Combat.StatusEffects
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{
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/// <summary>状态效果事件(应用 / 到期时广播,可用于 UI 更新)。</summary>
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public struct StatusEffectEvent
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{
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/// <summary>效果类型。</summary>
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public StatusEffectType EffectType;
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/// <summary>当前叠加层数(到期时为 0)。</summary>
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public int StackCount;
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/// <summary>剩余持续时间(到期时为 0)。</summary>
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public float RemainingDuration;
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}
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[CreateAssetMenu(menuName = "Events/StatusEffect")]
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public class StatusEffectEventChannelSO : BaseEventChannelSO<StatusEffectEvent> { }
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e2aa7161466b28442acab31ae092166b
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||||
@@ -1,20 +1,176 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.Combat;
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namespace BaseGames.Combat.StatusEffects
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{
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/// <summary>
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/// 状态效果管理器(Phase 1 桩)。
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/// 实现 IStatusEffectable 接口,由 HurtBox 通过接口调用,避免程序集循环依赖。
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/// Phase 2 实现完整的效果叠加、持续时间、DoT 伤害计算。
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/// 状态效果管理器。
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///
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/// 架构 06_CombatModule §11:
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/// - 双结构:List(Update 遍历)+ Dictionary(O(1) 类型查找)
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||||
/// - 实现 IStatusEffectable,接受来自 HurtBox 的 DamageType 并映射到具体效果
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||||
/// - DealDotDamage:StatusEffect 子类通过 Owner 调用,绕过无敌帧造成 DoT
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||||
/// - CleanseEffect:净化指定类型效果(道具/技能使用)
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/// </summary>
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[RequireComponent(typeof(SpriteRenderer))]
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public class StatusEffectManager : MonoBehaviour, IStatusEffectable
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||||
{
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// Phase 1:空实现
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||||
public void ApplyStatusEffect(DamageType type) { }
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}
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||||
[Header("事件频道(可选)")]
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||||
[SerializeField] private StatusEffectEventChannelSO _onStatusEffectApplied;
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||||
[SerializeField] private StatusEffectEventChannelSO _onStatusEffectExpired;
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||||
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||||
// ── Phase 1 占位效果类型 ──────────────────────────────────────────────────
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public class FireEffect { }
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||||
public class PoisonEffect { }
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// ── 双结构 ─────────────────────────────────────────────────────────
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||||
private readonly List<StatusEffect> _activeList = new();
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||||
private readonly Dictionary<StatusEffectType, StatusEffect> _activeIndex = new();
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||||
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||||
// ── Shader 渲染(MaterialPropertyBlock,不修改共享材质)─────────
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||||
private SpriteRenderer _renderer;
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||||
private MaterialPropertyBlock _propBlock;
|
||||
|
||||
// ── DoT 伤害代理(由 StatusEffect.OnTick 通过 Owner 调用)──────────
|
||||
private IDamageable _damageable;
|
||||
|
||||
// ── 效果工厂字典(可在 Awake 后动态注册)─────────────────────
|
||||
private readonly Dictionary<DamageType, Func<StatusEffect>> _effectFactories = new();
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||||
|
||||
private void Awake()
|
||||
{
|
||||
_renderer = GetComponent<SpriteRenderer>();
|
||||
_propBlock = new MaterialPropertyBlock();
|
||||
_damageable = GetComponentInParent<IDamageable>();
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||||
|
||||
// 默认标准效果注册(子类或外部模块可调用 RegisterEffectFactory 覆盖或扩展)
|
||||
RegisterEffectFactory(DamageType.Fire, () => new FireEffect());
|
||||
RegisterEffectFactory(DamageType.Poison, () => new PoisonEffect());
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
float delta = Time.deltaTime;
|
||||
|
||||
// 逆序遍历,避免移除时索引错位
|
||||
for (int i = _activeList.Count - 1; i >= 0; i--)
|
||||
{
|
||||
StatusEffect effect = _activeList[i];
|
||||
effect.Update(delta);
|
||||
|
||||
if (effect.IsExpired)
|
||||
RemoveAt(i, effect);
|
||||
}
|
||||
}
|
||||
|
||||
// ── IStatusEffectable 实现 ─────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// HurtBox 调用入口:将 DamageType 映射为具体 StatusEffect 实例并施加。
|
||||
/// </summary>
|
||||
public void ApplyStatusEffect(DamageType type)
|
||||
{
|
||||
StatusEffect effect = CreateEffect(type);
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||||
if (effect != null)
|
||||
ApplyEffect(effect);
|
||||
}
|
||||
/// <summary>
|
||||
/// 注册或覆盖一个 DamageType 对应的效果工厂。
|
||||
/// Boss 或特殊游玩法式可在运行时注册自定义效果。
|
||||
/// </summary>
|
||||
public void RegisterEffectFactory(DamageType type, Func<StatusEffect> factory)
|
||||
=> _effectFactories[type] = factory;
|
||||
// ── 公开 API ───────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>直接施加一个具体效果(供技能/Boss 使用)。</summary>
|
||||
public void ApplyEffect(StatusEffect effect)
|
||||
{
|
||||
if (_activeIndex.TryGetValue(effect.EffectType, out StatusEffect existing))
|
||||
{
|
||||
existing.OnStack();
|
||||
BroadcastApplied(existing);
|
||||
}
|
||||
else
|
||||
{
|
||||
effect.OnApply(this);
|
||||
_activeList.Add(effect);
|
||||
_activeIndex[effect.EffectType] = effect;
|
||||
BroadcastApplied(effect);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>净化指定类型效果(净化道具/技能调用)。</summary>
|
||||
public void CleanseEffect(StatusEffectType type)
|
||||
{
|
||||
if (!_activeIndex.TryGetValue(type, out StatusEffect effect)) return;
|
||||
|
||||
effect.OnExpire();
|
||||
_activeIndex.Remove(type);
|
||||
_activeList.Remove(effect);
|
||||
BroadcastExpired(effect);
|
||||
}
|
||||
|
||||
/// <summary>查询是否存在指定类型效果(供状态机/UI 轮询)。</summary>
|
||||
public bool HasEffect(StatusEffectType type) => _activeIndex.ContainsKey(type);
|
||||
|
||||
/// <summary>获取指定类型效果(可为 null)。</summary>
|
||||
public StatusEffect GetEffect(StatusEffectType type)
|
||||
=> _activeIndex.TryGetValue(type, out var e) ? e : null;
|
||||
|
||||
/// <summary>
|
||||
/// DoT 伤害代理(架构 06 §10)。StatusEffect.OnTick() 调用此方法,传入已构建好的 DamageInfo。
|
||||
/// </summary>
|
||||
public void ApplyDirectDamage(DamageInfo info)
|
||||
{
|
||||
_damageable?.TakeDamage(info);
|
||||
}
|
||||
|
||||
/// <summary>设置 Sprite Shader 参数(MaterialPropertyBlock,不修改共享材质)。</summary>
|
||||
public void SetShaderParam(string param, float value)
|
||||
{
|
||||
if (_renderer == null) return;
|
||||
_renderer.GetPropertyBlock(_propBlock);
|
||||
_propBlock.SetFloat(param, value);
|
||||
_renderer.SetPropertyBlock(_propBlock);
|
||||
}
|
||||
|
||||
/// <summary>净化所有状态效果(存档点激活 / 返回城镇等调用)。</summary>
|
||||
public void CleanseAll()
|
||||
{
|
||||
foreach (var e in _activeList) e.OnExpire();
|
||||
_activeList.Clear();
|
||||
_activeIndex.Clear();
|
||||
}
|
||||
|
||||
// ── 私有辅助 ───────────────────────────────────────────────────────
|
||||
|
||||
private StatusEffect CreateEffect(DamageType type)
|
||||
=> _effectFactories.TryGetValue(type, out var factory) ? factory() : null;
|
||||
|
||||
private void RemoveAt(int index, StatusEffect effect)
|
||||
{
|
||||
effect.OnExpire();
|
||||
_activeList.RemoveAt(index);
|
||||
_activeIndex.Remove(effect.EffectType);
|
||||
BroadcastExpired(effect);
|
||||
}
|
||||
|
||||
private void BroadcastApplied(StatusEffect effect)
|
||||
{
|
||||
_onStatusEffectApplied?.Raise(new StatusEffectEvent
|
||||
{
|
||||
EffectType = effect.EffectType,
|
||||
StackCount = effect.StackCount,
|
||||
RemainingDuration = effect.Duration,
|
||||
});
|
||||
}
|
||||
|
||||
private void BroadcastExpired(StatusEffect effect)
|
||||
{
|
||||
_onStatusEffectExpired?.Raise(new StatusEffectEvent
|
||||
{
|
||||
EffectType = effect.EffectType,
|
||||
StackCount = 0,
|
||||
RemainingDuration = 0f,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
15
Assets/Scripts/Combat/StatusEffects/StatusEffectType.cs
Normal file
15
Assets/Scripts/Combat/StatusEffects/StatusEffectType.cs
Normal file
@@ -0,0 +1,15 @@
|
||||
namespace BaseGames.Combat.StatusEffects
|
||||
{
|
||||
/// <summary>
|
||||
/// 状态效果类型枚举(架构 06_CombatModule §11)。
|
||||
/// 用于状态机索引(Dictionary key)和事件载荷,与 DamageType 相互独立。
|
||||
/// </summary>
|
||||
public enum StatusEffectType
|
||||
{
|
||||
Fire, // 燃烧(DoT,不可叠加,重复施加刷新持续时间)
|
||||
Poison, // 中毒(DoT,最多 3 层叠加)
|
||||
Stagger, // 硬直(无法行动 N 秒)
|
||||
Freeze, // 冻结(减速 / 固化)
|
||||
Stun, // 眩晕(无法行动)
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Combat/StatusEffects/StatusEffectType.cs.meta
Normal file
11
Assets/Scripts/Combat/StatusEffects/StatusEffectType.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9a5502c061dc69b4b82113ed5b282740
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,3 +0,0 @@
|
||||
// Placeholder to prevent asmdef-no-scripts warning.
|
||||
namespace BaseGames.Combat.StatusEffects { }
|
||||
|
||||
Reference in New Issue
Block a user