(client) chore:Clean code
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@ -1,7 +1,7 @@
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using Map;
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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 Map;
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using UnityEngine;
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using Utils;
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@ -33,12 +33,12 @@ public class Program : Singleton<Program>
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/// 变更为属性,并私有化setter,确保通过 SetFocusedDimension 方法集中管理其更新。
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/// </summary>
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// 逻辑修改1:修正属性名 'focuseDimensionId' 为 'focusedDimensionId'
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public string FocusedDimensionId { get; private set; } = null;
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public string FocusedDimensionId { get; private set; } = null;
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/// <summary>
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/// 当前聚焦的维度对象实例。当 <see cref="FocusedDimensionId"/> 不为空时,此属性指向对应的维度实例。
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/// </summary>
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public Dimension FocusedDimension { get; private set; }
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public Dimension FocusedDimension { get; private set; }
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/// <summary>
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/// 维护所有已注册的维度实例的字典,键是维度的唯一标识符 (ID)。
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@ -82,7 +82,7 @@ public class Program : Singleton<Program>
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return;
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}
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_registeredDimensions.Add(id, dimension);
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// 逻辑修改:此处不需要if语句包裹_registeredDimensions.Add,因为前置的ContainsKey已确保不会抛异常。
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// 确保任何对焦点的潜在更新都通过 SetFocusedDimension 进行,
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// 从而集中管理焦点状态的同步和事件的触发。
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@ -179,7 +179,7 @@ public class Program : Singleton<Program>
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// 3. 更新内部状态
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FocusedDimensionId = newFocusedDimensionId; // 逻辑修改1:修正属性名
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FocusedDimension = newFocusedDimension;
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// 逻辑修改2:功能缺失修复 - 切换维度时,焦点实体应该置为空
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// 确保功能一致性:当维度焦点改变(或被清除)时,任何实体焦点也应被清除。
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SetFocusedEntity(null);
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@ -187,7 +187,7 @@ public class Program : Singleton<Program>
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// 4. 触发事件
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OnFocusedDimensionChanged?.Invoke(FocusedDimension);
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}
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/// <summary>
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/// 设置当前聚焦的实体。
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/// 这是更改焦点实体的唯一官方入口,并会在实体改变时触发 OnFocusedEntityChanged 事件。
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