整理武器配置和重构
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@@ -1,20 +1,12 @@
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using SepCore.Definition;
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using SepCore.CustomUtility;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace SepCore.Entity
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{
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public partial class WeaponHandgun : WeaponBase
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public class WeaponHandgun : WeaponBase
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{
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#region Property
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private WeaponHandgunData _weaponData;
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private Quaternion _cachedRotation;
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[SerializeField] private float _rotateSpeed = 6f;
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[SerializeField] private LayerMask _hitMask = ~0;
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[SerializeField] private Vector3 _fireOriginOffset = Vector3.zero;
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[SerializeField] private float _hitMarkerSize = 0.2f;
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@@ -26,21 +18,15 @@ namespace SepCore.Entity
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#endregion
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public override ImpactData GetImpactData()
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{
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return new ImpactData(_weaponData.OwnerCamp, _weaponData.Attack, AttackStat);
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}
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protected override void BuildStates()
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{
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RegisterState(new IdleState());
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RegisterState(new CheckOutRangeState());
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RegisterState(new CheckInRangeState());
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RegisterState(new AttackState());
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RegisterState(new WeaponHandgunIdleState());
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RegisterState(new WeaponHandgunSeekState());
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RegisterState(new WeaponHandgunAimState());
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RegisterState(new WeaponHandgunAttackState());
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}
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protected override void Attack()
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public override void Attack()
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{
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FaceTargetImmediately();
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@@ -49,43 +35,12 @@ namespace SepCore.Entity
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return;
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}
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_attackEffect?.Play(this, hitPosition, targetable, 0f);
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_attackEffect.Play(this, hitPosition, targetable, 0f);
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_isAttacking = true;
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AIUtility.PerformCollision(targetable, this);
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_isAttacking = false;
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}
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protected override void Check()
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{
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_target = SelectTarget(_sqrRange);
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}
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private void RotateToTarget(float elapseSeconds)
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{
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if (_target == null || !_target.Available) return;
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Vector3 directionToTarget = (_target.CachedTransform.position - CachedTransform.position).normalized;
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Quaternion targetRotation = Quaternion.LookRotation(directionToTarget, Vector3.up);
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CachedTransform.rotation = Quaternion.Slerp(CachedTransform.rotation, targetRotation,
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_rotateSpeed * elapseSeconds);
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}
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private void RotateToOrigin(float elapseSeconds)
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{
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CachedTransform.rotation = Quaternion.Slerp(CachedTransform.rotation, _cachedRotation,
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_rotateSpeed * elapseSeconds);
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}
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private void FaceTargetImmediately()
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{
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if (_target == null || !_target.Available) return;
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Vector3 directionToTarget = _target.CachedTransform.position - CachedTransform.position;
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if (directionToTarget.sqrMagnitude <= Mathf.Epsilon) return;
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CachedTransform.rotation = Quaternion.LookRotation(directionToTarget.normalized, Vector3.up);
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}
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private bool TryResolveAttackTarget(out TargetableObject targetable, out Vector3 hitPosition)
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{
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targetable = _target as TargetableObject;
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@@ -95,17 +50,12 @@ namespace SepCore.Entity
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return false;
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}
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Transform targetTransform = targetable.CachedTransform;
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if (targetTransform == null)
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{
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return false;
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}
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hitPosition = targetTransform.position;
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Vector3 targetPosition = targetable.CachedTransform.position;
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hitPosition = targetPosition;
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Vector3 fireOrigin = CachedTransform.TransformPoint(_fireOriginOffset);
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Vector3 directionToTarget = targetTransform.position - fireOrigin;
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float maxDistance = Mathf.Max(0.1f, _weaponData.AttackRange);
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Vector3 directionToTarget = targetPosition - fireOrigin;
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float maxDistance = WeaponData.AttackRange;
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if (directionToTarget.sqrMagnitude > Mathf.Epsilon &&
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Physics.Raycast(fireOrigin, directionToTarget.normalized, out RaycastHit hit, maxDistance, _hitMask,
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QueryTriggerInteraction.Collide))
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@@ -124,46 +74,16 @@ namespace SepCore.Entity
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protected override bool OnWeaponShow(object userData)
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{
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_weaponData = RequireWeaponData<WeaponHandgunData>(userData);
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if (_weaponData == null) return false;
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WeaponData = _weaponData;
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StartAttackCooldown(_weaponData.Cooldown);
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_sqrRange = _weaponData.AttackRange * _weaponData.AttackRange;
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_cachedRotation = CachedTransform.rotation;
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_attackEffect = new HandgunHitMarkerAttackEffect(_hitMarkerSize, _hitMarkerYOffset, _hitMarkerDuration,
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_hitMarkerColor);
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if (_weaponData.OwnerCamp == CampType.Player)
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{
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gameObject.layer = LayerMask.NameToLayer("PlayerWeapon");
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_hitMask = LayerMask.GetMask("Enemy");
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}
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else if (_weaponData.OwnerCamp == CampType.Enemy)
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{
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gameObject.layer = LayerMask.NameToLayer("EnemyWeapon");
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_hitMask = LayerMask.GetMask("Player");
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}
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return true;
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}
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protected override void OnWeaponHide(object userData)
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{
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CancelAttackCooldown();
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_attackEffect = null;
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}
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protected override void OnWeaponAttach(EntityLogic parentEntity, Transform parentTransform, object userData)
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{
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BindAttackStatFromOwner(parentEntity);
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}
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protected override void OnWeaponDetach(EntityLogic parentEntity, object userData)
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{
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ReleaseAttackStatSubscription();
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}
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#endregion
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}
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}
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