初始化仓库
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using CustomComponent;
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using Entity.EntityData;
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using GameFramework.Fsm;
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using GameFramework.Procedure;
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using StarForce;
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using UnityGameFramework.Runtime;
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namespace Procedure
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{
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public class ProcedureStressTest : ProcedureBase
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{
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private EnemyManagerComponent _enemyManager;
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public override bool UseNativeDialog => false;
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protected override void OnInit(IFsm<IProcedureManager> procedureOwner)
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{
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base.OnInit(procedureOwner);
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}
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protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
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{
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base.OnEnter(procedureOwner);
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int level = procedureOwner.GetData<VarInt16>("Level").Value;
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// _enemyManager = GameEntry.EnemyManager;
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// _enemyManager.OnInit(level, this);
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//
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// var playerData = new PlayerData(-1, 101, 100, 4);
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// GameEntry.Entity.ShowPlayer(playerData);
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}
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protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
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{
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base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
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_enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
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}
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protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
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{
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_enemyManager = null;
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base.OnLeave(procedureOwner, isShutdown);
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}
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protected override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
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{
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base.OnDestroy(procedureOwner);
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}
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}
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}
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