update P2-Job-System-+-Burst-落地.md
This commit is contained in:
+164
-102
@@ -23,6 +23,17 @@ namespace CustomComponent
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private const int RequiredCornerTapCount = 3;
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private const int DebugHealAmount = 200;
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[Header("Window Content")]
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[SerializeField] private bool _showBuffSection = true;
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[SerializeField] private bool _showBattleOverview = true;
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[SerializeField] private bool _showCollisionStats = true;
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[SerializeField] private bool _showSpawnControls = true;
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[SerializeField] private bool _showBattleDurationControls = true;
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[SerializeField] private bool _showSeparationSolverControls = true;
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[SerializeField] private bool _showPlayerWeaponControls = true;
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[SerializeField] private bool _showPlayerHealthControls = true;
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[SerializeField] private bool _showTips = true;
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private Rect _windowRect = new Rect(20f, 60f, 460f, 800f);
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private bool _isPanelVisible;
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private int _windowId;
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@@ -85,20 +96,42 @@ namespace CustomComponent
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private void DrawWindow(int windowId)
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{
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EnsurePropList();
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if (_showBuffSection)
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{
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EnsurePropList();
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}
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GUILayout.BeginVertical();
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DrawBuffSection();
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bool hasPreviousSection = false;
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if (_showBuffSection)
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{
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DrawBuffSection();
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hasPreviousSection = true;
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}
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GUILayout.Space(8f);
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GUILayout.Label(string.Empty, GUI.skin.horizontalSlider);
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GUILayout.Space(8f);
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if (HasVisibleBattleSection())
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{
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if (hasPreviousSection)
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{
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GUILayout.Space(8f);
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GUILayout.Label(string.Empty, GUI.skin.horizontalSlider);
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GUILayout.Space(8f);
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}
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DrawBattleSection();
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DrawBattleSection();
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hasPreviousSection = true;
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}
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GUILayout.Space(8f);
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GUILayout.Label("Tips: press `F8` or tap top-left corner 3 times to toggle.", GUILayout.Height(20f));
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if (_showTips)
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{
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if (hasPreviousSection)
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{
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GUILayout.Space(8f);
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}
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GUILayout.Label("Tips: press `F8` or tap top-left corner 3 times to toggle.", GUILayout.Height(20f));
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}
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GUILayout.EndVertical();
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GUI.DragWindow(new Rect(0, 0, 10000, 22));
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@@ -169,12 +202,15 @@ namespace CustomComponent
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return;
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}
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GUILayout.Label($"Spawn Rate: {enemyManager.SpawnRateScale:F2}");
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GUILayout.Label($"Battle Time: {enemyManager.ElapsedBattleTime:F1}s / {enemyManager.BattleDuration:F1}s");
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GUILayout.Label($"Enemy Count: {enemyManager.CurrentEnemyCount}");
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if (_showBattleOverview)
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{
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GUILayout.Label($"Spawn Rate: {enemyManager.SpawnRateScale:F2}");
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GUILayout.Label($"Battle Time: {enemyManager.ElapsedBattleTime:F1}s / {enemyManager.BattleDuration:F1}s");
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GUILayout.Label($"Enemy Count: {enemyManager.CurrentEnemyCount}");
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}
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Simulation.SimulationWorld simulationWorld = GameEntry.SimulationWorld;
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if (simulationWorld != null)
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if (_showCollisionStats && simulationWorld != null)
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{
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GUILayout.Space(4f);
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GUILayout.Label(
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@@ -196,104 +232,130 @@ namespace CustomComponent
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}
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}
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GUILayout.BeginHorizontal();
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GUILayout.Label("Rate", GUILayout.Width(52f));
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string rateText = GUILayout.TextField(_spawnRateScaleInput.ToString("F2"), GUILayout.Width(60f));
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if (float.TryParse(rateText, out float parsedRate))
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if (_showSpawnControls)
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{
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_spawnRateScaleInput = Mathf.Clamp(parsedRate, MinSpawnRate, 50f);
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}
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if (GUILayout.Button("Apply", GUILayout.Width(70f)))
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{
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enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
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}
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if (GUILayout.Button("x0.5", GUILayout.Width(60f)))
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{
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_spawnRateScaleInput = Mathf.Max(MinSpawnRate, enemyManager.SpawnRateScale * 0.5f);
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enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
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}
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if (GUILayout.Button("x2", GUILayout.Width(60f)))
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{
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_spawnRateScaleInput = enemyManager.SpawnRateScale * 2f;
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enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
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}
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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GUILayout.Label("Add Sec", GUILayout.Width(52f));
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string durationText = GUILayout.TextField(_extendDurationSeconds.ToString("F0"), GUILayout.Width(60f));
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if (float.TryParse(durationText, out float parsedDuration))
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{
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_extendDurationSeconds = Mathf.Clamp(parsedDuration, 1f, 3600f);
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}
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if (GUILayout.Button("Extend Battle", GUILayout.Height(24f)))
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{
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if (procedure.CurrentGameState is GameStateBattle gameState)
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GUILayout.BeginHorizontal();
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GUILayout.Label("Rate", GUILayout.Width(52f));
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string rateText = GUILayout.TextField(_spawnRateScaleInput.ToString("F2"), GUILayout.Width(60f));
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if (float.TryParse(rateText, out float parsedRate))
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{
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gameState.AddBattleDuration(_extendDurationSeconds);
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_spawnRateScaleInput = Mathf.Clamp(parsedRate, MinSpawnRate, 50f);
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}
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}
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GUILayout.EndHorizontal();
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GUILayout.Space(4f);
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GUILayout.Label($"Enemy Separation Solver: {EnemySeparationSolverProvider.CurrentSolverName}");
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Use Naive O(N^2)", GUILayout.Height(24f)))
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{
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EnemySeparationSolverProvider.UseNaiveSolver();
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}
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if (GUILayout.Button("Use Grid Bucket", GUILayout.Height(24f)))
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{
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EnemySeparationSolverProvider.UseGridBucketSolver();
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}
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GUILayout.EndHorizontal();
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GUILayout.Label(
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$"Player Weapon: {(player == null ? "Player not found" : (player.WeaponEnabled ? "Enabled" : "Disabled"))}");
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GUILayout.BeginHorizontal();
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GUI.enabled = player != null;
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if (GUILayout.Button("Disable Weapons", GUILayout.Height(24f)))
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{
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player.SetWeaponEnabled(false);
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}
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if (GUILayout.Button("Enable Weapons", GUILayout.Height(24f)))
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{
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player.SetWeaponEnabled(true);
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}
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GUI.enabled = true;
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GUILayout.EndHorizontal();
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GUILayout.Space(4f);
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GUILayout.Label(
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$"Player HP: {(playerHealth == null ? "Unavailable" : $"{playerHealth.CurrentHealth}/{playerHealth.MaxHealth}")}");
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GUILayout.BeginHorizontal();
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GUI.enabled = playerHealth != null;
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if (GUILayout.Button($"+{DebugHealAmount} HP", GUILayout.Height(24f)))
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{
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AddPlayerHealth(playerHealth, DebugHealAmount);
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}
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if (GUILayout.Button(_lockPlayerHealthToMax ? "GodMode: ON" : "GodMode: OFF", GUILayout.Height(24f)))
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{
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_lockPlayerHealthToMax = !_lockPlayerHealthToMax;
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if (_lockPlayerHealthToMax)
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if (GUILayout.Button("Apply", GUILayout.Width(70f)))
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{
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RestorePlayerHealthToMax(playerHealth);
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enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
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}
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if (GUILayout.Button("x0.5", GUILayout.Width(60f)))
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{
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_spawnRateScaleInput = Mathf.Max(MinSpawnRate, enemyManager.SpawnRateScale * 0.5f);
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enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
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}
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if (GUILayout.Button("x2", GUILayout.Width(60f)))
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{
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_spawnRateScaleInput = enemyManager.SpawnRateScale * 2f;
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enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
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}
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GUILayout.EndHorizontal();
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}
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GUI.enabled = true;
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GUILayout.EndHorizontal();
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if (_showBattleDurationControls)
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{
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GUILayout.BeginHorizontal();
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GUILayout.Label("Add Sec", GUILayout.Width(52f));
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string durationText = GUILayout.TextField(_extendDurationSeconds.ToString("F0"), GUILayout.Width(60f));
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if (float.TryParse(durationText, out float parsedDuration))
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{
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_extendDurationSeconds = Mathf.Clamp(parsedDuration, 1f, 3600f);
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}
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if (GUILayout.Button("Extend Battle", GUILayout.Height(24f)))
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{
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if (procedure.CurrentGameState is GameStateBattle gameState)
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{
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gameState.AddBattleDuration(_extendDurationSeconds);
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}
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}
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GUILayout.EndHorizontal();
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}
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if (_showSeparationSolverControls)
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{
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GUILayout.Space(4f);
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GUILayout.Label($"Enemy Separation Solver: {EnemySeparationSolverProvider.CurrentSolverName}");
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Use Naive O(N^2)", GUILayout.Height(24f)))
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{
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EnemySeparationSolverProvider.UseNaiveSolver();
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}
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if (GUILayout.Button("Use Grid Bucket", GUILayout.Height(24f)))
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{
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EnemySeparationSolverProvider.UseGridBucketSolver();
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}
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GUILayout.EndHorizontal();
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}
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if (_showPlayerWeaponControls)
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{
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GUILayout.Label(
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$"Player Weapon: {(player == null ? "Player not found" : (player.WeaponEnabled ? "Enabled" : "Disabled"))}");
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GUILayout.BeginHorizontal();
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GUI.enabled = player != null;
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if (GUILayout.Button("Disable Weapons", GUILayout.Height(24f)))
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{
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player.SetWeaponEnabled(false);
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}
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if (GUILayout.Button("Enable Weapons", GUILayout.Height(24f)))
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{
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player.SetWeaponEnabled(true);
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}
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GUI.enabled = true;
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GUILayout.EndHorizontal();
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}
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if (_showPlayerHealthControls)
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{
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GUILayout.Space(4f);
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GUILayout.Label(
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$"Player HP: {(playerHealth == null ? "Unavailable" : $"{playerHealth.CurrentHealth}/{playerHealth.MaxHealth}")}");
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GUILayout.BeginHorizontal();
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GUI.enabled = playerHealth != null;
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if (GUILayout.Button($"+{DebugHealAmount} HP", GUILayout.Height(24f)))
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{
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AddPlayerHealth(playerHealth, DebugHealAmount);
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}
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if (GUILayout.Button(_lockPlayerHealthToMax ? "GodMode: ON" : "GodMode: OFF", GUILayout.Height(24f)))
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{
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_lockPlayerHealthToMax = !_lockPlayerHealthToMax;
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if (_lockPlayerHealthToMax)
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{
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RestorePlayerHealthToMax(playerHealth);
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}
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}
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GUI.enabled = true;
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GUILayout.EndHorizontal();
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}
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}
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private bool HasVisibleBattleSection()
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{
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return _showBattleOverview ||
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_showCollisionStats ||
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_showSpawnControls ||
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_showBattleDurationControls ||
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_showSeparationSolverControls ||
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_showPlayerWeaponControls ||
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_showPlayerHealthControls;
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}
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private void EnsurePropList(bool force = false)
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@@ -0,0 +1,20 @@
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{
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"name": "VampireLike.Editor",
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"rootNamespace": "",
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"references": [
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"VampireLike",
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"UnityGameFramework.Runtime",
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"UnityGameFramework.Editor"
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],
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"includePlatforms": [
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"Editor"
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],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 602d791ab1251f74ca2470c53bf382a3
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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+3
-10
@@ -1,19 +1,12 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using UnityGameFramework.Editor.ResourceTools;
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namespace StarForce.Editor
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namespace VampireLike.Editor
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{
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public sealed class StarForceBuildEventHandler : IBuildEventHandler
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public sealed class VampireLikeBuildEventHandler : IBuildEventHandler
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{
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public bool ContinueOnFailure
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{
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+1
-2
@@ -1,8 +1,7 @@
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fileFormatVersion: 2
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guid: 64311189c3f9ae140b59a31db9831950
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timeCreated: 1528026151
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licenseType: Pro
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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