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 UnityEngine;
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namespace SepCore.Entity
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{
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[Serializable]
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public class EffectData : EntityDataBase
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{
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[SerializeField]
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private float _keepTime = 0f;
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public EffectData(int entityId, string assetName = "Effect")
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: base(assetName, entityId)
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{
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_keepTime = 3f;
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}
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public EffectData(int entityId, int typeId)
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: this(entityId, typeId.ToString())
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{
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}
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public float KeepTime => _keepTime;
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}
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}
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