迁移 EntityData 到 Base 中
- 新增 EntityDataFactory 工厂类,提供创建 EntityData 的统一入口 - 移出 EntityData 及派生类对 GameEntry 的依赖并移入 SepCore.Base 程序集中
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using System;
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using System.Collections.Generic;
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using SepCore.DataTable;
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using SepCore.Definition;
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using UnityEngine;
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namespace Entity.EntityData
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{
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[Serializable]
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public class EnemyData : TargetableObjectData
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{
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private DREnemy _drEnemy;
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public EnemyData(int entityId, DREnemy drEnemy, int level) : base(
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entityId, drEnemy.Id, CampType.Enemy)
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{
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_drEnemy = drEnemy;
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int effectiveLevel = Mathf.Max(1, level);
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MaxHealthBase = _drEnemy.MaxHealth + _drEnemy.HpAddPerLevel * (effectiveLevel - 1);
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}
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public EnemyType EnemyType => (EnemyType)_drEnemy.Id;
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public int EntityTypeId => _drEnemy.EntityTypeId;
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public override int MaxHealthBase { get; }
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public int AttackDamage => _drEnemy.AttackDamage;
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public float AttackCooldown => _drEnemy.AttackCooldown;
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public float AttackRange => _drEnemy.AttackRange;
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public float SpeedBase => _drEnemy.Speed;
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public int DropCoin => _drEnemy.DropCoin;
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public int DropExp => _drEnemy.DropExp;
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public float DropPercent => _drEnemy.DropPercent;
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public IReadOnlyDictionary<string, string> Params => _drEnemy.Params;
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public bool TryGetParam(string key, out string value)
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{
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value = null;
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if (string.IsNullOrEmpty(key) || _drEnemy?.Params == null)
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{
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return false;
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}
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return _drEnemy.Params.TryGetValue(key, out value);
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}
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}
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}
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