摄像机区域的架构改动
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37
Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs
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37
Assets/_Game/Scripts/Enemies/EnemyStatsSO.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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/// 敌人属性配置 SO(架构 07_EnemyModule §2)。
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Enemies/EnemyStats")]
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public class EnemyStatsSO : ScriptableObject
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{
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[Header("生命")]
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public int MaxHP = 50;
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[Header("防御")]
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public int Defense = 0;
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[Header("移动")]
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public float WalkSpeed = 2f;
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public float RunSpeed = 4f;
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[Header("战斗")]
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public int AttackDamage = 10;
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public float AttackRange = 1.5f;
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public float AttackCooldown = 1f;
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public float DetectRange = 6f;
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[Header("击退(作为来源时)")]
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public float KnockbackForce = 5f;
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public float HitStunDuration = 0.3f;
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[Header("视线检测(BatchLOSSystem)")]
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[Tooltip("相对 transform.position 的眼睛偏移量")]
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public Vector2 EyeOffset = new Vector2(0f, 0.8f);
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[Tooltip("遮挡 LOS 的物理图层")]
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public LayerMask LOSBlockingMask = 1; // Default layer
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}
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}
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