重构清理敌人类
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+9
-3
@@ -22,7 +22,6 @@ namespace SepCore.EnemyManager
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public IReadOnlyCollection<EntityBase> Enemies => _enemyRegistry.Enemies;
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private int _spawnEnemyMaxCount;
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private int _spawnDistanceFromPlayer;
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private int _currentSpawnEnemyId;
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private int _currentLevel;
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@@ -73,11 +72,18 @@ namespace SepCore.EnemyManager
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return;
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}
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if (!_entity.HasEntityGroup(EnemyGroupName))
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{
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Log.Error("Entity group '{0}' does not exist.", EnemyGroupName);
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return;
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}
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_isStopped = false;
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_spawnEnemyMaxCount = GameEntry.Luban.Global.SpawnEnemyMaxCount;
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_spawnDistanceFromPlayer = GameEntry.Luban.Global.SpawnDistanceFromPlayer / 1000;
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float minDistance = GameEntry.Luban.Global.EnemySpawnDistanceMin / 1000f;
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float maxDistance = GameEntry.Luban.Global.EnemySpawnDistanceMax / 1000f;
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_player = player.CachedTransform;
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_spawnPositionStrategy = new RandomCircleSpawnStrategy(_spawnDistanceFromPlayer);
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_spawnPositionStrategy = new RandomCircleSpawnStrategy(minDistance, maxDistance);
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_baseDuration = level.Duration;
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_duration = _baseDuration;
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@@ -8,7 +8,7 @@ namespace SepCore.EnemyManager
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{
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public class EnemySpawnScheduler
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{
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private const float MinSpawnRateScale = 0.1f;
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private static float MinSpawnRateScale => GameEntry.Luban.Global.MinSpawnRateScale / 1000f;
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private float _elapsedTime;
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private float[] _baseIntervals;
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+8
-5
@@ -5,19 +5,22 @@ namespace SepCore.EnemyManager
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{
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public class RandomCircleSpawnStrategy : ISpawnPositionStrategy
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{
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private readonly float _spawnDistance;
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private readonly float _minDistance;
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private readonly float _maxDistance;
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public RandomCircleSpawnStrategy(float spawnDistance)
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public RandomCircleSpawnStrategy(float minDistance, float maxDistance)
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{
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_spawnDistance = spawnDistance;
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_minDistance = minDistance;
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_maxDistance = maxDistance;
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}
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public Vector3 GetSpawnPosition(Transform player)
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{
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float x = Random.Range(-1f, 1f);
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float z = Random.Range(-1f, 1f);
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Vector3 dir = new Vector3(x, 0, z).normalized;
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return player.position + dir * _spawnDistance;
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Vector3 dir = new Vector3(x, 0f, z).normalized;
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float distance = Random.Range(_minDistance, _maxDistance);
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return player.position + dir * distance;
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}
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}
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}
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+5
-9
@@ -9,11 +9,9 @@ namespace SepCore.Simulation
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// Bridges entity show/hide events into simulation state registration.
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public sealed class EntitySync
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{
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private const string EnemyGroupName = "Enemy";
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private const string DropGroupName = "Drop";
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private const string BulletGroupName = "Bullet";
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private const string ProjectileGroupName = "Projectile";
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private const string EnemyProjectileGroupName = "EnemyProjectile";
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private static string EnemyGroupName => GameEntry.Luban.Global.EnemyGroupName;
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private static string DropGroupName => GameEntry.Luban.Global.DropGroupName;
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private static string ProjectileGroupName => GameEntry.Luban.Global.ProjectileGroupName;
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private readonly SimulationWorld _world;
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private bool _isEventSubscribed;
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@@ -74,8 +72,7 @@ namespace SepCore.Simulation
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return;
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}
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if ((groupName == BulletGroupName || groupName == ProjectileGroupName ||
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groupName == EnemyProjectileGroupName) &&
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if (groupName == ProjectileGroupName &&
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args.Entity.Logic is EntityBase projectileEntity)
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{
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_world.RegisterProjectileLifecycle(projectileEntity, args.UserData);
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@@ -101,8 +98,7 @@ namespace SepCore.Simulation
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return;
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}
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if (groupName == BulletGroupName || groupName == ProjectileGroupName ||
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groupName == EnemyProjectileGroupName)
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if (groupName == ProjectileGroupName)
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{
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_world.UnregisterProjectileLifecycle(args.EntityId);
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}
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