添加 SepCore.Runtime 和 SepCore.Base 程序集
- 暂时将 Entity 全部归进 Runtime 程序集里 - 调整部分 UI 的 UseCase/RawData/Context 之间的关系,让 RawData 更接近业务原始数据,Context 更接近 UI 直接可读的数据 - 调整其他程序集的引用关系
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using System.Collections.Generic;
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using SepCore.Definition;
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using DG.Tweening;
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using Entity.EntityData;
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using CustomUtility;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace Entity.Weapon
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{
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public partial class WeaponSlash : WeaponBase
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{
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#region Property
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private WeaponSlashData _weaponData;
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private Quaternion _cachedRotation;
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[SerializeField] private float _rotateSpeed = 4f;
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private Sequence _attackSequence;
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private Vector3 _attackCenter;
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private Quaternion _cachedAttackRotation;
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private IWeaponAttackEffect _attackEffect;
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[SerializeField] private float attackDuration = 0.4f;
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[SerializeField] private float returnDuration = 0.4f;
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[SerializeField] private float _swingAngleScale = 1f;
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[SerializeField] private LayerMask _hitMask = ~0;
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[SerializeField] private int _maxHitColliders = 32;
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private Collider[] _hitResults;
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private readonly HashSet<int> _hitEntityIds = new();
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private float _attackRadius;
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private float _attackRadiusSqr;
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private float _sectorAngle;
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#endregion
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public override ImpactData GetImpactData()
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{
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return new ImpactData(_weaponData.OwnerCamp, _weaponData.Attack, AttackStat);
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}
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protected override void BuildStates()
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{
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RegisterState(new IdleState());
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RegisterState(new CheckInRangeState());
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RegisterState(new CheckOutRangeState());
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RegisterState(new AttackState());
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}
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protected override void Attack()
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{
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StopAttackTween(false);
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FaceTargetImmediately();
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_isAttacking = true;
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_attackCenter = CachedTransform.position;
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_cachedAttackRotation = CachedTransform.rotation;
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float swingAngle = Mathf.Clamp(_sectorAngle * Mathf.Max(0.1f, _swingAngleScale), 15f, 170f);
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Quaternion startRotation = Quaternion.AngleAxis(-swingAngle * 0.5f, Vector3.up) * _cachedAttackRotation;
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Quaternion endRotation = Quaternion.AngleAxis(swingAngle * 0.5f, Vector3.up) * _cachedAttackRotation;
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CachedTransform.rotation = startRotation;
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_attackSequence = DOTween.Sequence();
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_attackSequence.Append(
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CachedTransform.DORotateQuaternion(endRotation, attackDuration).SetEase(Ease.OutSine));
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_attackSequence.InsertCallback(attackDuration * 0.5f, () =>
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{
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_attackEffect?.Play(this, _attackCenter, _target, _attackRadius);
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ApplySectorDamage();
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});
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_attackSequence.Append(CachedTransform.DORotateQuaternion(_cachedAttackRotation, returnDuration)
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.SetEase(Ease.InSine));
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_attackSequence.AppendCallback(() =>
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{
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_isAttacking = false;
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_attackSequence = null;
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});
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}
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protected override void Check()
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{
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_target = SelectTarget(_sqrRange);
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}
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private void ApplySectorDamage()
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{
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if (_attackRadius <= 0f) return;
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Vector3 forward = CachedTransform.forward;
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forward.y = 0f;
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if (forward.sqrMagnitude <= Mathf.Epsilon)
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{
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forward = Vector3.forward;
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}
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forward.Normalize();
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float halfAngle = _sectorAngle * 0.5f;
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if (TryQueueSectorCollisionQuery(_attackCenter, _attackRadius, in forward, halfAngle,
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Mathf.Max(1, _maxHitColliders)))
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{
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_hitEntityIds.Clear();
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return;
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}
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if (_hitResults == null || _hitResults.Length == 0) return;
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int hitCount = Physics.OverlapSphereNonAlloc(_attackCenter, _attackRadius, _hitResults, _hitMask,
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QueryTriggerInteraction.Collide);
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_hitEntityIds.Clear();
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for (int i = 0; i < hitCount; i++)
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{
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Collider collider = _hitResults[i];
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if (collider == null) continue;
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TargetableObject targetable = collider.GetComponentInParent<TargetableObject>();
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if (targetable == null || !targetable.Available || targetable.IsDead) continue;
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if (!_hitEntityIds.Add(targetable.Id)) continue;
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Vector3 toTarget = targetable.CachedTransform.position - _attackCenter;
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toTarget.y = 0f;
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float sqrDistance = toTarget.sqrMagnitude;
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if (sqrDistance <= Mathf.Epsilon || sqrDistance > _attackRadiusSqr) continue;
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float angle = Vector3.Angle(forward, toTarget.normalized);
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if (angle > halfAngle) continue;
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AIUtility.PerformCollision(targetable, this);
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}
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}
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private void RotateToTarget(float elapseSeconds)
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{
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if (_target == null || !_target.Available) return;
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Vector3 directionToTarget = _target.CachedTransform.position - CachedTransform.position;
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directionToTarget.y = 0f;
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if (directionToTarget.sqrMagnitude <= Mathf.Epsilon) return;
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Quaternion targetRotation = Quaternion.LookRotation(directionToTarget.normalized, Vector3.up);
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CachedTransform.rotation =
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Quaternion.Slerp(CachedTransform.rotation, targetRotation, _rotateSpeed * elapseSeconds);
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}
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private void RotateToOrigin(float elapseSeconds)
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{
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CachedTransform.rotation =
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Quaternion.Slerp(CachedTransform.rotation, _cachedRotation, _rotateSpeed * elapseSeconds);
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}
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private void FaceTargetImmediately()
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{
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if (_target == null || !_target.Available) return;
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Vector3 directionToTarget = _target.CachedTransform.position - CachedTransform.position;
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directionToTarget.y = 0f;
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if (directionToTarget.sqrMagnitude <= Mathf.Epsilon) return;
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CachedTransform.rotation = Quaternion.LookRotation(directionToTarget.normalized, Vector3.up);
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}
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#region Lifecycle
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protected override bool OnWeaponShow(object userData)
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{
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_weaponData = RequireWeaponData<WeaponSlashData>(userData);
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if (_weaponData == null) return false;
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WeaponData = _weaponData;
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_currAttackTimer = 0f;
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_sqrRange = _weaponData.AttackRange * _weaponData.AttackRange;
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_cachedRotation = CachedTransform.rotation;
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_attackRadius = Mathf.Max(0.1f, _weaponData.AttackRange);
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_attackRadiusSqr = _attackRadius * _attackRadius;
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float configuredSectorAngle = _weaponData.ParamsData != null ? _weaponData.ParamsData.SectorAngle : 0f;
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_sectorAngle = configuredSectorAngle > 0f ? Mathf.Clamp(configuredSectorAngle, 1f, 360f) : 90f;
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int capacity = Mathf.Max(1, _maxHitColliders);
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if (_hitResults == null || _hitResults.Length != capacity)
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{
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_hitResults = new Collider[capacity];
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}
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_attackEffect = new SlashSectorAttackEffect();
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if (_weaponData.OwnerCamp == CampType.Player)
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{
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gameObject.layer = LayerMask.NameToLayer("PlayerWeapon");
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_hitMask = LayerMask.GetMask("Enemy");
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}
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else if (_weaponData.OwnerCamp == CampType.Enemy)
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{
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gameObject.layer = LayerMask.NameToLayer("EnemyWeapon");
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_hitMask = LayerMask.GetMask("Player");
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}
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return true;
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}
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protected override void OnWeaponHide(object userData)
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{
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StopAttackTween(true);
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_attackEffect = null;
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}
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protected override void OnWeaponAttach(EntityLogic parentEntity, Transform parentTransform, object userData)
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{
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BindAttackStatFromOwner(parentEntity);
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}
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protected override void OnWeaponDetach(EntityLogic parentEntity, object userData)
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{
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StopAttackTween(true);
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ReleaseAttackStatSubscription();
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}
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protected override void OnEnabledChanged(bool enabled)
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{
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if (!enabled)
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{
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StopAttackTween(true);
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}
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}
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#endregion
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private void StopAttackTween(bool resetTransform)
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{
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if (_attackSequence != null)
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{
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_attackSequence.Kill();
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_attackSequence = null;
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}
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_isAttacking = false;
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if (resetTransform)
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{
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CachedTransform.rotation = _cachedAttackRotation;
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}
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_hitEntityIds.Clear();
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}
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public float SectorAngle => _sectorAngle;
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}
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}
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