摄像机区域的架构改动
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44
Assets/_Game/Scripts/Enemies/EnemyAnimationConfigSO.cs
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44
Assets/_Game/Scripts/Enemies/EnemyAnimationConfigSO.cs
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using UnityEngine;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// 敌人动画配置 SO(架构 07_EnemyModule §5)。
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/// 所有字段为 AnimationClip,由 Animancer 直接播放。
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Enemies/AnimationConfig")]
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public class EnemyAnimationConfigSO : ScriptableObject
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{
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[Header("基础")]
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public AnimationClip Idle;
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public AnimationClip Walk;
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public AnimationClip Run;
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[Header("战斗")]
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public AnimationClip Attack;
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[Header("受击")]
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public AnimationClip Hurt;
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public AnimationClip Stagger;
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public AnimationClip Dead;
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/// <summary>
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/// 按字段名返回 Clip(BD_PlayAnimation 使用)。
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/// 支持字段名和常见别名(如 Attack_Melee / Idle 等)。
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/// </summary>
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public AnimationClip GetClipByName(string name)
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{
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return name switch
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{
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"Idle" => Idle,
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"Walk" => Walk,
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"Run" => Run,
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"Attack" or "Attack_Melee" => Attack,
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"Hurt" => Hurt,
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"Stagger" => Stagger,
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"Dead" or "Death" => Dead,
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_ => null,
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};
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}
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}
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}
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