调整部分数据表配置,优化 SpriteCache 功能
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using System;
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using SepCore.Definition;
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using UnityEngine;
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namespace SepCore.Entity
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{
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[Serializable]
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public abstract class AccessoryObjectData : EntityDataBase
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{
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[SerializeField] private int _ownerId = 0;
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[SerializeField] private CampType _ownerCamp = CampType.Unknown;
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public AccessoryObjectData(string assetName, int entityId, int ownerId, CampType ownerCamp)
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: base(assetName, entityId)
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{
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_ownerId = ownerId;
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_ownerCamp = ownerCamp;
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}
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public AccessoryObjectData(int entityId, int typeId, int ownerId, CampType ownerCamp)
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: base(entityId, typeId)
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{
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_ownerId = ownerId;
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_ownerCamp = ownerCamp;
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}
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/// <summary>
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/// 拥有者编号。
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/// </summary>
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public int OwnerId => _ownerId;
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/// <summary>
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/// 拥有者阵营。
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/// </summary>
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public CampType OwnerCamp => _ownerCamp;
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}
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}
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