多轮审查和修复
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@@ -14,6 +14,13 @@ namespace BaseGames.Core.Pool
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public string AddressKey { get; private set; }
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private GlobalObjectPool _pool;
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/// <summary>
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/// 对象在 GlobalObjectPool._alive 链表中的节点引用。
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/// 存储节点可将 Despawn 时的链表移除从 O(n) 降为 O(1)。
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/// 仅 GlobalObjectPool 内部读写,业务代码不应访问。
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/// </summary>
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internal LinkedListNode<PooledObject> AliveNode;
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// 组件缓存(避免反复 GetComponent)
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private readonly Dictionary<Type, Component> _componentCache = new();
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