Phase 1: 复合属性修饰器管线与伤害结算系统
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@@ -80,8 +80,8 @@ namespace SepCore.EnemyManager
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_isStopped = false;
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_spawnEnemyMaxCount = GameEntry.Luban.Global.SpawnEnemyMaxCount;
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float minDistance = GameEntry.Luban.Global.EnemySpawnDistanceMin / 1000f;
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float maxDistance = GameEntry.Luban.Global.EnemySpawnDistanceMax / 1000f;
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float minDistance = GameEntry.Luban.Global.EnemySpawnDistanceMin;
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float maxDistance = GameEntry.Luban.Global.EnemySpawnDistanceMax;
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_player = player.CachedTransform;
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_spawnPositionStrategy = new RandomCircleSpawnStrategy(minDistance, maxDistance);
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@@ -23,19 +23,19 @@ namespace SepCore.Simulation
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private float ResolveAbsorbRange()
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{
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if (_playerAbsorbRange >= 0f) return _playerAbsorbRange;
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return GameEntry.Luban != null ? GameEntry.Luban.Global.DefaultAbsorbRange / 1000f : 2f;
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return GameEntry.Luban != null ? GameEntry.Luban.Global.DefaultAbsorbRange : 2f;
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}
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private float ResolveAbsorbSpeed()
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{
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if (_playerAbsorbSpeed >= 0f) return _playerAbsorbSpeed;
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return GameEntry.Luban != null ? GameEntry.Luban.Global.AbsorbSpeed / 1000f : 8f;
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return GameEntry.Luban != null ? GameEntry.Luban.Global.AbsorbSpeed : 8f;
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}
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private float ResolveCollectDistance()
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{
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if (_playerCollectDistance >= 0f) return _playerCollectDistance;
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return GameEntry.Luban != null ? GameEntry.Luban.Global.CollectDistance / 1000f : 0.5f;
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return GameEntry.Luban != null ? GameEntry.Luban.Global.CollectDistance : 0.5f;
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}
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[Header("敌人互斥参数")]
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