(client) chore
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@ -7,7 +7,6 @@ using Base;
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using Data;
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using Prefab;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Entity
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@ -29,7 +28,9 @@ namespace Entity
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public ProgressBarPrefab healthBarPrefab;
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public VisionRangeDetector visionRangeDetector;
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public EntityPrefab entityPrefab;
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public EntityDef entityDef;
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/// <summary>
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/// 人工智能行为树,定义实体的行为逻辑。
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/// </summary>
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@ -43,8 +44,7 @@ namespace Entity
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/// <summary>
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/// 实体的属性定义,包括生命值、攻击力、防御力等。
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/// </summary>
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public AttributesDef attributes = new();
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public Attributes attributes=new();
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/// <summary>
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/// 实体当前的移动方向。
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/// </summary>
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@ -69,7 +69,8 @@ namespace Entity
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/// 表示实体是否处于追逐状态(影响移动速度)。
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/// </summary>
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public bool IsChase { set; get; } = true;
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public string currentDimensionId = null;
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@ -149,7 +150,6 @@ namespace Entity
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// 协程引用
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private Coroutine _attackCoroutine;
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protected EntityDef entityDef;
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[SerializeField] private float _hitBarUIShowTime = 5;
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@ -163,7 +163,7 @@ namespace Entity
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/// <param name="entityDef">实体的定义数据。</param>
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public virtual void Init(EntityDef entityDef)
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{
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attributes = entityDef.attributes.Clone();
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attributes = new Attributes(entityDef.attributes);
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aiTree = Utils.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
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affiliation = entityDef.affiliation?.defName;
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InitBody(entityDef.drawingOrder);
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@ -227,7 +227,7 @@ namespace Entity
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var animators = targetObj.GetComponentsInChildren<SpriteAnimator>();
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if (animators.Length > 0)
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{
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animatorsForOrientation.AddRange(animators.Cast<ITick>());
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animatorsForOrientation.AddRange(animators);
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}
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stateAnimNodes[orientation] = animatorsForOrientation;
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}
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