迁移数据表到 Luban,移除 JsonNet、EnumUtility
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using UnityEngine;
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namespace SepCore.Entity.Weapon
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{
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public sealed class LightningStrikeAttackEffect : IWeaponAttackEffect
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{
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private readonly float _duration = 0.22f;
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private readonly float _yOffset = 0.2f;
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private readonly float _ringLineWidth = 0.045f;
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private readonly float _boltLineWidth = 0.08f;
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private readonly int _ringSegments = 32;
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private readonly float _boltHeight = 3f;
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private readonly Color _ringColor = new(0.35f, 0.82f, 1f, 0.92f);
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private readonly Color _boltColor = new(0.85f, 0.96f, 1f, 0.97f);
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public void Play(WeaponBase weapon, Vector3 position, EntityBase target, float radius)
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{
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float safeRadius = Mathf.Max(0.1f, radius);
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Vector3 center = new Vector3(position.x, position.y + _yOffset, position.z);
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GameObject root = new GameObject("LightningStrikeEffect");
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root.transform.position = center;
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Shader shader = Shader.Find("Sprites/Default");
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if (shader == null)
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{
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shader = Shader.Find("Unlit/Color");
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}
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Material ringMaterial = new Material(shader);
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ringMaterial.color = _ringColor;
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LineRenderer ring = root.AddComponent<LineRenderer>();
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ring.loop = true;
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ring.useWorldSpace = true;
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ring.positionCount = _ringSegments;
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ring.startWidth = _ringLineWidth;
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ring.endWidth = _ringLineWidth;
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ring.startColor = _ringColor;
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ring.endColor = _ringColor;
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ring.material = ringMaterial;
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float step = Mathf.PI * 2f / _ringSegments;
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for (int i = 0; i < _ringSegments; i++)
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{
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float angle = i * step;
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Vector3 offset = new Vector3(Mathf.Cos(angle) * safeRadius, 0f, Mathf.Sin(angle) * safeRadius);
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ring.SetPosition(i, center + offset);
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}
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GameObject bolt = new GameObject("Bolt");
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bolt.transform.SetParent(root.transform, false);
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Material boltMaterial = new Material(shader);
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boltMaterial.color = _boltColor;
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LineRenderer boltLine = bolt.AddComponent<LineRenderer>();
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boltLine.loop = false;
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boltLine.useWorldSpace = true;
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boltLine.positionCount = 4;
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boltLine.startWidth = _boltLineWidth;
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boltLine.endWidth = _boltLineWidth * 0.55f;
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boltLine.startColor = _boltColor;
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boltLine.endColor = _boltColor;
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boltLine.material = boltMaterial;
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Vector3 top = center + Vector3.up * _boltHeight;
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Vector3 middleA = center + Vector3.up * (_boltHeight * 0.66f) +
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new Vector3(Random.Range(-0.18f, 0.18f), 0f, Random.Range(-0.18f, 0.18f));
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Vector3 middleB = center + Vector3.up * (_boltHeight * 0.3f) +
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new Vector3(Random.Range(-0.12f, 0.12f), 0f, Random.Range(-0.12f, 0.12f));
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boltLine.SetPosition(0, top);
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boltLine.SetPosition(1, middleA);
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boltLine.SetPosition(2, middleB);
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boltLine.SetPosition(3, center);
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Object.Destroy(root, Mathf.Max(0.01f, _duration));
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}
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}
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}
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