引入属性、伤害管线
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@@ -214,7 +214,7 @@ namespace SepCore.DebugPanel
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if (selectedProp == null) return;
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GUILayout.Label($"Selected: {selectedProp.Name} ({selectedProp.Rarity})");
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GUILayout.Label(ItemDescUtility.CreatePropDescription(selectedProp.Modifiers), GUILayout.Height(40f));
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GUILayout.Label(ItemDescUtility.CreatePropDescription(selectedProp.StatModifierConfigs), GUILayout.Height(40f));
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GUILayout.BeginHorizontal();
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GUILayout.Label("Count", GUILayout.Width(78f));
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@@ -255,16 +255,16 @@ namespace SepCore.DebugPanel
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if (_showCollisionStats)
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{
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SimulationWorld simulationWorld = GameEntry.SimulationWorld;
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SimulationStats simulationStats = GameEntry.SimulationWorld.Stats;
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GUILayout.Space(4f);
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GUILayout.Label(
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$"Collision Queries: total {simulationWorld.LastCollisionQueryCount} (Projectile {simulationWorld.LastProjectileCollisionQueryCount} / Area {simulationWorld.LastAreaCollisionQueryCount})");
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$"Collision Queries: total {simulationStats.LastCollisionQueryCount} (Projectile {simulationStats.LastProjectileCollisionQueryCount} / Area {simulationStats.LastAreaCollisionQueryCount})");
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GUILayout.Label(
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$"Collision Candidates: total {simulationWorld.LastCollisionCandidateCount} (Projectile {simulationWorld.LastProjectileCollisionCandidateCount} / Area {simulationWorld.LastAreaCollisionCandidateCount})");
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$"Collision Candidates: total {simulationStats.LastCollisionCandidateCount} (Projectile {simulationStats.LastProjectileCollisionCandidateCount} / Area {simulationStats.LastAreaCollisionCandidateCount})");
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GUILayout.Label(
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$"Area Resolve: hits {simulationWorld.LastResolvedAreaHitCount}");
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$"Area Resolve: hits {simulationStats.LastResolvedAreaHitCount}");
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GUILayout.Label(
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$"Broad Phase: cell {simulationWorld.LastCollisionCellSize:F2}, hasEnemyTargets {(simulationWorld.LastCollisionHasEnemyTargets ? "Yes" : "No")}");
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$"Broad Phase: cell {simulationStats.LastCollisionCellSize:F2}, hasEnemyTargets {(simulationStats.LastCollisionHasEnemyTargets ? "Yes" : "No")}");
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}
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if (_showSpawnControls)
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@@ -63,7 +63,7 @@ namespace SepCore.Procedure
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_enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
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Vector3 playerPosition = Player.CachedTransform.position;
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GameEntry.SimulationWorld.Tick(new SimulationTickContext(elapseSeconds, realElapseSeconds, playerPosition));
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GameEntry.SimulationWorld.Tick(new SimulationTickContext(elapseSeconds, playerPosition));
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int timeLeft = Mathf.Max(0, (int)GameEntry.Timer.GetRemainingTime(_levelTimerHandle));
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GameEntry.Event.Fire(this, LevelProcessEventArgs.Create(timeLeft));
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