(client) chore:Clean code

This commit is contained in:
2025-08-28 16:20:24 +08:00
parent 909e995e15
commit c3bff1cf88
76 changed files with 5689 additions and 445 deletions

View File

@ -1,10 +1,10 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Base;
using Data;
using Entity;
using Prefab;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
@ -45,7 +45,7 @@ namespace Managers
/// <summary> 子弹实体的预制体。 </summary>
public EntityPrefab bulletPrefab;
public EntityPrefab pickupPrefab;
/// <summary> 默认实体的预制体,用于生成失败时的回退。 </summary>
@ -269,7 +269,7 @@ namespace Managers
throw new InvalidOperationException(
$"在 '{instantiatedEntity.name}' 上缺少 EntityPrefab 组件,无法完成实体初始化。");
}
entityComponent.entity.currentDimensionId=dimensionId;
entityComponent.entity.currentDimensionId = dimensionId;
entityComponent.Init(def);
extraInit?.Invoke(entityComponent);
@ -504,14 +504,14 @@ namespace Managers
Debug.LogError($"实体管理器:无法在维度 '{dimensionId}' 中获取或创建实体的父层。");
return;
}
var result=Instantiate(pickupPrefab, pos, Quaternion.identity);
var result = Instantiate(pickupPrefab, pos, Quaternion.identity);
var pickup = result.GetComponent<Pickup>();
result.transform.SetParent(parentLayer);
pickup.Init(itemDef);
if (result == null) GenerateDefaultEntity(dimensionId, pos);
_pendingAdditions.Add(Tuple.Create(dimensionId, "default", result));
}
/// <summary>
/// 在指定维度和位置生成一个默认实体(通常作为回退选项)。