feat(enemy): 攻击能力射程 Gizmo(选中可见)+ category==Attack 的 rangeRadius 自检
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@@ -182,6 +182,20 @@ namespace BaseGames.Enemies.Abilities
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$"实际 = {(_config != null ? _config.GetType().Name : "null")}。请重建为正确的子类 SO。", this);
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return null;
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}
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#if UNITY_EDITOR
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/// <summary>选中时绘制攻击射程范围(编辑器可视化辅助,不影响运行时)。</summary>
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private void OnDrawGizmosSelected()
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{
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if (_config == null || _config.category != AbilityCategory.Attack || _config.rangeRadius <= 0f) return;
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float sign = transform.localScale.x < 0f ? -1f : 1f;
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Vector3 origin = transform.position
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+ new Vector3(_config.rangeOffset.x * sign, _config.rangeOffset.y, 0f);
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UnityEditor.Handles.color = new Color(1f, 0.4f, 0.2f, 0.9f);
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UnityEditor.Handles.DrawWireDisc(origin, Vector3.forward, _config.rangeRadius);
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UnityEditor.Handles.Label(origin, $"{_config.abilityId} range");
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}
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#endif
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}
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/// <summary>WaitForSeconds 池(架构 §10 GC 优化)。能力协程统一通过此获取等待指令。</summary>
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@@ -1,4 +1,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.Core;
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namespace BaseGames.Enemies.Abilities
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{
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@@ -8,7 +10,7 @@ namespace BaseGames.Enemies.Abilities
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/// 由对应 EnemyAbilityBase 子类组件读取并执行。
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Enemies/Enemy Ability", fileName = "EAB_")]
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public class EnemyAbilitySO : ScriptableObject
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public class EnemyAbilitySO : ScriptableObject, IValidatable
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{
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[Header("标识")]
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[Tooltip("BD 任务通过此 Id 调用能力(如 \"melee_combo\" / \"blink_strike\")")]
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@@ -54,5 +56,13 @@ namespace BaseGames.Enemies.Abilities
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[Min(0f)] public float rangeRadius = 0f;
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[Tooltip("范围圆心相对敌人的偏移(m),X 随朝向翻转")]
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public Vector2 rangeOffset = Vector2.zero;
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/// <summary>SOValidationRunner 自动扫描调用:校验 Attack 类招式必须配置有效射程。</summary>
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public IEnumerable<ValidationResult> Validate()
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{
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if (category == AbilityCategory.Attack && rangeRadius <= 0f)
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yield return ValidationResult.Error(
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$"能力 \"{abilityId}\" category=Attack 但 rangeRadius<=0,攻击选择器永远选不中该招式,请补齐 rangeRadius。");
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}
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}
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}
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