(client) chore:Clean code
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@ -22,6 +22,6 @@ namespace Entity
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attackTargetCount = def.attackTargetCount;
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}
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public Attributes()
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{}
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{ }
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}
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}
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@ -1,10 +1,8 @@
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using Base;
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using Data;
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using UnityEngine;
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namespace Entity
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{
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public class Building:Entity
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public class Building : Entity
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{
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public override void SetTarget(Vector3 pos)
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{
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@ -2,7 +2,7 @@ using UnityEngine;
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namespace Entity
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{
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public class BuildingOutline:Outline
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public class BuildingOutline : Outline
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{
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public BoxCollider2D boxCollider;
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override public void Init()
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@ -1,7 +1,5 @@
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using System;
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using Base;
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using Data;
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using Prefab;
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using UnityEngine;
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namespace Entity
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@ -10,7 +8,7 @@ namespace Entity
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{
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public Entity bulletSource;
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public float lifeTime = 10;
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public override void SetTarget(Vector3 pos)
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{
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base.SetTarget(pos);
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@ -20,7 +18,7 @@ namespace Entity
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protected override void AutoBehave()
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{
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TryMove();
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lifeTime-=Time.deltaTime;
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lifeTime -= Time.deltaTime;
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if (lifeTime <= 0)
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{
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Kill();
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@ -55,7 +53,7 @@ namespace Entity
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// 计算当前向上方向与目标方向之间的角度
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var angle = Mathf.Atan2(targetDirection.y, targetDirection.x) * Mathf.Rad2Deg;
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// 应用旋转
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transform.rotation = Quaternion.Euler(0f, 0f, angle);
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@ -1,10 +1,6 @@
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using System;
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using System.Linq;
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using Data;
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using Item;
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using Managers;
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using UnityEngine;
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using Utils;
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// 添加 System 命名空间以使用 Action
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namespace Entity
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@ -29,7 +25,7 @@ namespace Entity
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}
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public Inventory Inventory { get; private set; }
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public override void Init(EntityDef entityDef)
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{
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@ -1,13 +1,13 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using AI;
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using Base;
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using Data;
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using Item;
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using Managers;
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using Prefab;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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@ -177,7 +177,7 @@ namespace Entity
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public virtual void Init(EntityDef entityDef)
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{
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attributes = new Attributes(entityDef.attributes);
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aiTree = Utils.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
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aiTree = AI.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
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affiliation = entityDef.affiliation?.defName;
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InitBody(entityDef.drawingOrder);
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this.entityDef = entityDef;
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@ -219,7 +219,7 @@ namespace Entity
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// 实例化imagePrefab作为默认占位符
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targetObj = Instantiate(imagePrefab.gameObject, body.transform);
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targetObj.name = $"{state}_{orientation}_Default";
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targetObj.transform.localPosition=Vector3.zero;
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targetObj.transform.localPosition = Vector3.zero;
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var imagePrefabCom = targetObj.GetComponent<ImagePrefab>();
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if (imagePrefabCom != null)
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{
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@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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using Item;
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using UnityEngine;
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namespace Entity
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@ -4,7 +4,7 @@ using Managers;
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namespace Entity
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{
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public class Monster:Entity
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public class Monster : Entity
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{
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private WeaponResource weapon;
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public override void Init(EntityDef entityDef)
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@ -1,6 +1,6 @@
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using System.Collections.Generic;
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using Managers;
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using Prefab;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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@ -9,15 +9,15 @@ namespace Entity
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public class Outline : MonoBehaviour
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{
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public RightMenuPrefab rightMenuPrefab;
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public GameObject body;
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public SpriteRenderer outlineRenderer;
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public CapsuleCollider2D outlineCollider;
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public ProgressBarPrefab progressBarPrefab;
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public Entity entity;
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public static Vector3 minimum=new(0.5f,0.5f,0.5f);
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public static Vector3 minimum = new(0.5f, 0.5f, 0.5f);
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public virtual void Init()
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{
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@ -116,7 +116,7 @@ namespace Entity
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private void BecomeDefault()
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{
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entity.Kill();
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EntityManage.Instance.GenerateDefaultEntity(Program.Instance.FocusedDimensionId,entity.Position);
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EntityManage.Instance.GenerateDefaultEntity(Program.Instance.FocusedDimensionId, entity.Position);
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}
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private void StartControl()
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@ -1,15 +1,15 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Base;
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using Data;
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using Item;
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using Prefab;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Entity
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{
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public class Pickup:Entity
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public class Pickup : Entity
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{
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public ItemResource itemResource;
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protected override void AutoBehave()
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@ -18,7 +18,7 @@ namespace Entity
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public override void SetTarget(Vector3 pos)
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{
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}
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public void Init(ItemDef itemDef)
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