修复已知的 bug,规划后期的开发方向
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@@ -15,18 +15,16 @@ using UnityEngine;
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using UnityGameFramework.Runtime;
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using Random = UnityEngine.Random;
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namespace StarForce
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namespace Game.Utility
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{
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/// <summary>
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/// AI 工具类。
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/// </summary>
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public static class AIUtility
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{
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private static Dictionary<CampPair, RelationType> s_CampPairToRelation =
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new Dictionary<CampPair, RelationType>();
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private static Dictionary<CampPair, RelationType> s_CampPairToRelation = new();
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private static Dictionary<KeyValuePair<CampType, RelationType>, CampType[]> s_CampAndRelationToCamps =
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new Dictionary<KeyValuePair<CampType, RelationType>, CampType[]>();
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private static Dictionary<KeyValuePair<CampType, RelationType>, CampType[]> s_CampAndRelationToCamps = new();
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static AIUtility()
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{
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@@ -68,9 +66,7 @@ namespace StarForce
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{
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if (first > second)
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{
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CampType temp = first;
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first = second;
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second = temp;
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(first, second) = (second, first);
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}
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RelationType relationType;
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@@ -92,8 +88,7 @@ namespace StarForce
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public static CampType[] GetCamps(CampType camp, RelationType relation)
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{
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KeyValuePair<CampType, RelationType> key = new KeyValuePair<CampType, RelationType>(camp, relation);
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CampType[] result = null;
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if (s_CampAndRelationToCamps.TryGetValue(key, out result))
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if (s_CampAndRelationToCamps.TryGetValue(key, out var result))
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{
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return result;
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}
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@@ -194,7 +189,7 @@ namespace StarForce
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}
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int entityDamageHP = CalcDamageHP(weaponImpactData.AttackBase, weaponImpactData.AttackStat,
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entityImpactData.DefenseStat, entityImpactData.DefenseStat);
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entityImpactData.DefenseStat, entityImpactData.DodgeStat);
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entity.ApplyDamage(weapon, entityDamageHP);
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return;
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