摄像机区域的架构改动
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29
Assets/_Game/Scripts/Enemies/LootTableSO.cs
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29
Assets/_Game/Scripts/Enemies/LootTableSO.cs
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using System;
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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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/// 战利品表 ScriptableObject。定义敌人死亡后可掉落的物品和保底 LingZhu 区间。
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Enemies/LootTable")]
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public class LootTableSO : ScriptableObject
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{
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[Serializable]
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public struct LootEntry
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{
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public string ItemId;
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public int LingZhuAmount;
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/// <summary>基础权重(难度 Hard 以上会对 ScaleWithDifficulty 项目额外加权)。</summary>
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public float BaseWeight;
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public bool ScaleWithDifficulty;
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}
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[Header("掉落物")]
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public LootEntry[] Entries;
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[Header("保底 LingZhu")]
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public int GuaranteedLingZhuMin = 1;
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public int GuaranteedLingZhuMax = 5;
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}
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}
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