推进计时器逻辑的集中管理
- 将敌人的攻击计时任务放到基类中进行创建 - 将 EnemySpawnScheduler 敌人生成调度器的刷怪计时任务迁移到 TimerComponent
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846e4d6f44
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cc8982b131
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@ -58,6 +58,7 @@ namespace SepCore.EnemyManager
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_spawnCts?.Dispose();
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_spawnCts = null;
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_enemyRegistry = null;
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_spawnScheduler?.Reset();
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_spawnScheduler = null;
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_entity = null;
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}
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@ -71,7 +72,7 @@ namespace SepCore.EnemyManager
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_duration = _baseDuration;
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_currentLevel = level.Id;
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_spawnScheduler.Init(level);
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_spawnScheduler.Init(level, OnWaveSpawn);
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_enemyRegistry.Clear();
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_currentSpawnEnemyId = 0;
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}
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@ -79,13 +80,14 @@ namespace SepCore.EnemyManager
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public void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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_enemyRegistry.PruneInvalidEntries();
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var spawnRequests = _spawnScheduler.Tick(elapseSeconds);
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foreach (var request in spawnRequests)
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{
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for (int j = 0; j < request.Count; j++)
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{
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SpawnEnemyAsync(request.EnemyType).Forget();
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_spawnScheduler.Tick(elapseSeconds);
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}
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private void OnWaveSpawn(EnemyType enemyType, int count)
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{
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for (int j = 0; j < count; j++)
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{
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SpawnEnemyAsync(enemyType).Forget();
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}
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}
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@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using SepCore.DataTable;
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using SepCore.Definition;
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using SepCore.Timer;
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using UnityEngine;
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namespace SepCore.EnemyManager
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@ -12,98 +12,67 @@ namespace SepCore.EnemyManager
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private float _elapsedTime;
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private float[] _baseIntervals;
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private float[] _currentIntervals;
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private EnemyType[] _enemyTypes;
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private int[] _spawnCounts;
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private float[] _nextSpawnTimes;
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private TimerHandle[] _waveHandles;
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private float _spawnRateScale = 1f;
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private Action<EnemyType, int> _onSpawn;
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public float SpawnRateScale => _spawnRateScale;
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public float ElapsedTime => _elapsedTime;
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public int WaveCount => _enemyTypes?.Length ?? 0;
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public void Init(DRLevel level)
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public void Init(DRLevel level, Action<EnemyType, int> onSpawn)
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{
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GameEntry.Timer.CancelByOwner(this);
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_onSpawn = onSpawn;
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_baseIntervals = (float[])level.Intervals.Clone();
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_currentIntervals = (float[])_baseIntervals.Clone();
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_enemyTypes = level.EntityTypes;
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_spawnCounts = level.EntityCounts;
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_elapsedTime = 0f;
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SetSpawnRateScale(_spawnRateScale);
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_waveHandles = new TimerHandle[_baseIntervals.Length];
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for (int i = 0; i < _baseIntervals.Length; i++)
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{
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int waveIndex = i;
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float interval = GetScaledInterval(_baseIntervals[i], _spawnRateScale);
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_waveHandles[i] = GameEntry.Timer.ScheduleRepeat(interval, () => OnWaveTick(waveIndex), -1, this);
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}
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}
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public List<SpawnRequest> Tick(float deltaTime)
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public void Tick(float deltaTime)
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{
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_elapsedTime += deltaTime;
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var requests = new List<SpawnRequest>();
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if (_nextSpawnTimes == null) return requests;
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for (int i = 0; i < _nextSpawnTimes.Length; i++)
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{
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if (_elapsedTime < _nextSpawnTimes[i]) continue;
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requests.Add(new SpawnRequest
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{
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EnemyType = _enemyTypes[i],
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Count = _spawnCounts[i],
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WaveIndex = i
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});
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_nextSpawnTimes[i] += _currentIntervals[i];
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}
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return requests;
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}
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public void SetSpawnRateScale(float scale)
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{
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float newScale = Mathf.Max(MinSpawnRateScale, scale);
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if (_baseIntervals == null || _baseIntervals.Length == 0)
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{
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_spawnRateScale = newScale;
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return;
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}
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_spawnRateScale = Mathf.Max(MinSpawnRateScale, scale);
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if (_waveHandles == null) return;
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bool hasRuntimeState = _nextSpawnTimes != null && _currentIntervals != null &&
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_nextSpawnTimes.Length == _baseIntervals.Length &&
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_currentIntervals.Length == _baseIntervals.Length;
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float oldScale = _spawnRateScale;
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_spawnRateScale = newScale;
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if (!hasRuntimeState)
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for (int i = 0; i < _waveHandles.Length; i++)
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{
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for (int i = 0; i < _baseIntervals.Length; i++)
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{
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_currentIntervals[i] = GetScaledInterval(_baseIntervals[i], _spawnRateScale);
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}
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_nextSpawnTimes = (float[])_currentIntervals.Clone();
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return;
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}
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for (int i = 0; i < _baseIntervals.Length; i++)
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{
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float oldInterval = GetScaledInterval(_baseIntervals[i], oldScale);
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float newInterval = GetScaledInterval(_baseIntervals[i], _spawnRateScale);
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float remainTime = Mathf.Max(0f, _nextSpawnTimes[i] - _elapsedTime);
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float remainRatio = oldInterval > Mathf.Epsilon ? Mathf.Clamp01(remainTime / oldInterval) : 0f;
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_currentIntervals[i] = newInterval;
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_nextSpawnTimes[i] = _elapsedTime + newInterval * remainRatio;
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GameEntry.Timer.SetInterval(_waveHandles[i], newInterval, adjustRemainingTime: true);
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}
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}
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public void Reset()
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{
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GameEntry.Timer.CancelByOwner(this);
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_elapsedTime = 0;
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_baseIntervals = null;
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_currentIntervals = null;
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_enemyTypes = null;
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_spawnCounts = null;
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_nextSpawnTimes = null;
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_waveHandles = null;
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_spawnRateScale = 1f;
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_onSpawn = null;
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}
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private void OnWaveTick(int waveIndex)
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{
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_onSpawn?.Invoke(_enemyTypes[waveIndex], _spawnCounts[waveIndex]);
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}
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private static float GetScaledInterval(float baseInterval, float scale)
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@ -112,11 +81,4 @@ namespace SepCore.EnemyManager
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return baseInterval / safeScale;
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}
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}
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public struct SpawnRequest
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{
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public EnemyType EnemyType;
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public int Count;
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public int WaveIndex;
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}
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}
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@ -2,6 +2,7 @@
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using SepCore.AsyncTask;
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using SepCore.Definition;
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using SepCore.Entity;
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using SepCore.Timer;
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using UnityEngine;
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public abstract class EnemyBase : TargetableObject
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@ -15,6 +16,29 @@ public abstract class EnemyBase : TargetableObject
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protected EnemyData _enemyData;
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protected bool _canAttack;
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protected TimerHandle _attackTimerHandle;
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protected void StartAttackCooldown(float cooldown)
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{
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_canAttack = false;
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_attackTimerHandle = GameEntry.Timer.ScheduleOnce(cooldown, () => _canAttack = true, this);
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}
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protected void ResetAttackCooldown(float cooldown)
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{
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GameEntry.Timer.Cancel(_attackTimerHandle);
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_canAttack = false;
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_attackTimerHandle = GameEntry.Timer.ScheduleOnce(cooldown, () => _canAttack = true, this);
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}
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protected void CancelAttackCooldown()
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{
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GameEntry.Timer.Cancel(_attackTimerHandle);
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_attackTimerHandle = TimerHandle.Invalid;
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_canAttack = false;
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}
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protected override void OnShow(object userData)
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{
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base.OnShow(userData);
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@ -1,7 +1,6 @@
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using SepCore.Components;
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using SepCore.CustomUtility;
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using SepCore.Definition;
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using SepCore.Timer;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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@ -24,8 +23,6 @@ namespace SepCore.Entity
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private int _attackDamage = 1;
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private float _sqrAttackRange;
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private TimerHandle _attackTimerHandle;
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private bool _canAttack;
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private AttackStateType _attackState = AttackStateType.Idle;
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@ -71,8 +68,7 @@ namespace SepCore.Entity
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_attackDamage = Mathf.Max(1, _meleeEnemyData.AttackDamage);
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_sqrAttackRange = _attackRange * _attackRange;
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_canAttack = false;
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_attackTimerHandle = GameEntry.Timer.ScheduleOnce(_attackCooldown, () => _canAttack = true, this);
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StartAttackCooldown(_attackCooldown);
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_attackState = AttackStateType.Idle;
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_targetableTarget = null;
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@ -96,8 +92,7 @@ namespace SepCore.Entity
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_movementComponent.OnReset();
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_healthComponent.OnReset();
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_targetableTarget = null;
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GameEntry.Timer.Cancel(_attackTimerHandle);
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_attackTimerHandle = TimerHandle.Invalid;
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CancelAttackCooldown();
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_attackState = AttackStateType.Idle;
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base.OnHide(isShutdown, userData);
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@ -155,8 +150,7 @@ namespace SepCore.Entity
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if (_canAttack)
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{
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_canAttack = false;
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_attackTimerHandle = GameEntry.Timer.ScheduleOnce(_attackCooldown, () => _canAttack = true, this);
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ResetAttackCooldown(_attackCooldown);
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TransitionTo(AttackStateType.Attack);
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}
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@ -3,7 +3,6 @@ using SepCore.AsyncTask;
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using SepCore.CustomUtility;
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using SepCore.Definition;
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using Cysharp.Threading.Tasks;
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using SepCore.Timer;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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@ -28,8 +27,6 @@ namespace SepCore.Entity
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private float _attackRangeSquared;
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private float _attackCooldown = 1f;
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private int _attackDamage = 1;
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private TimerHandle _attackTimerHandle;
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private bool _canAttack;
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[SerializeField] private float _projectileSpeed = 12f;
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[SerializeField] private float _projectileLifeTime = 3f;
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@ -83,8 +80,7 @@ namespace SepCore.Entity
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_projectileSpawnHeightOffset);
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_projectileAssetName = ReadStringParam(ProjectileAssetNameParamKey, _projectileAssetName);
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_canAttack = false;
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_attackTimerHandle = GameEntry.Timer.ScheduleOnce(_attackCooldown, () => _canAttack = true, this);
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StartAttackCooldown(_attackCooldown);
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this.CachedTransform.position = enemyData.Position;
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}
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else
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@ -112,8 +108,7 @@ namespace SepCore.Entity
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if (_canAttack)
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{
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TryFireProjectile();
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_canAttack = false;
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_attackTimerHandle = GameEntry.Timer.ScheduleOnce(_attackCooldown, () => _canAttack = true, this);
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ResetAttackCooldown(_attackCooldown);
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}
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}
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else
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@ -127,8 +122,7 @@ namespace SepCore.Entity
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{
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_movementComponent.OnReset();
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_healthComponent.OnReset();
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GameEntry.Timer.Cancel(_attackTimerHandle);
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_attackTimerHandle = TimerHandle.Invalid;
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CancelAttackCooldown();
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base.OnHide(isShutdown, userData);
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}
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@ -492,7 +492,7 @@ namespace SepCore.Timer
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return;
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}
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taskInfo.RemainingTime = taskInfo.Interval;
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taskInfo.RemainingTime += taskInfo.Interval;
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}
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private void InvokeCallback(TimerTaskInfo taskInfo)
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