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https://gitee.com/jisol/jisol-game/
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@@ -16,11 +16,11 @@ namespace GAS.Runtime
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public static Collider2D[] OverlapBox2D(this AbilitySystemComponent asc, Vector2 offset, Vector2 size,
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float angle, int layerMask, Transform relativeTransform = null)
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{
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relativeTransform ??= asc.transform;
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relativeTransform ??= asc.GetView().transform;
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var center = (Vector2)relativeTransform.position;
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offset.x *= relativeTransform.lossyScale.x > 0 ? 1 : -1;
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center += offset;
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angle += asc.transform.eulerAngles.z;
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angle += asc.GetView().transform.eulerAngles.z;
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return Physics2D.OverlapBoxAll(center, size, angle, layerMask);
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}
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@@ -28,11 +28,11 @@ namespace GAS.Runtime
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public static int OverlapBox2DNonAlloc(this AbilitySystemComponent asc, Vector2 offset, Vector2 size,
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float angle, Collider2D[] results, int layerMask, Transform relativeTransform = null)
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{
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relativeTransform ??= asc.transform;
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relativeTransform ??= asc.GetView().transform;
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var center = (Vector2)relativeTransform.position;
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offset.x *= relativeTransform.lossyScale.x > 0 ? 1 : -1;
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center += offset;
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angle += asc.transform.eulerAngles.z;
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angle += asc.GetView().transform.eulerAngles.z;
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var count = Physics2D.OverlapBoxNonAlloc(center, size, angle, results, layerMask);
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return count;
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@@ -55,7 +55,7 @@ namespace GAS.Runtime
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public static Collider2D[] OverlapCircle2D(this AbilitySystemComponent asc, Vector2 offset, float radius,
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int layerMask, Transform relativeTransform = null)
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{
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relativeTransform ??= asc.transform;
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relativeTransform ??= asc.GetView().transform;
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var center = (Vector2)relativeTransform.position;
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offset.x *= relativeTransform.lossyScale.x > 0 ? 1 : -1;
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center += offset;
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@@ -66,7 +66,7 @@ namespace GAS.Runtime
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public static int OverlapCircle2DNonAlloc(this AbilitySystemComponent asc, Vector2 offset, float radius,
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Collider2D[] results, int layerMask, Transform relativeTransform = null)
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{
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relativeTransform ??= asc.transform;
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relativeTransform ??= asc.GetView().transform;
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var center = (Vector2)relativeTransform.position;
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offset.x *= relativeTransform.lossyScale.x > 0 ? 1 : -1;
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center += offset;
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@@ -16,7 +16,7 @@ namespace GAS.Runtime
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public void Tick()
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{
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var abilitySpecs = ObjectPool.Instance.Fetch<List<AbilitySpec>>();
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var abilitySpecs = JexGasObjectPool.Instance.Fetch<List<AbilitySpec>>();
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abilitySpecs.AddRange(_abilities.Values);
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foreach (var abilitySpec in abilitySpecs)
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@@ -25,7 +25,7 @@ namespace GAS.Runtime
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}
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abilitySpecs.Clear();
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ObjectPool.Instance.Recycle(abilitySpecs);
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JexGasObjectPool.Instance.Recycle(abilitySpecs);
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}
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public void GrantAbility(AbstractAbility ability)
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@@ -61,7 +61,7 @@ namespace GAS.Runtime
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// 这个输出可以删掉, 某些情况下确实会尝试激活不存在的技能(失败了也无所谓), 但是对开发期间的调试有帮助
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Debug.LogWarning(
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$"you are trying to activate an ability that does not exist: " +
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$"abilityName=\"{abilityName}\", GameObject=\"{_owner.name}\", " +
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$"abilityName=\"{abilityName}\", GameObject=\"{_owner.EntityId}\", " +
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$"Preset={(_owner.Preset != null ? _owner.Preset.name : "null")}");
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#endif
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return false;
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@@ -218,7 +218,7 @@ namespace GAS.Runtime
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foreach (var clip in _cacheDurationalCueTrack)
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{
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if (_currentFrame <= clip.endFrame)
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clip.cueSpec.OnRemove();
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clip.cueSpec.OnRemove(_currentFrame,clip.startFrame,clip.endFrame);
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}
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foreach (var clip in _cacheBuffGameplayEffectTrack)
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@@ -345,17 +345,17 @@ namespace GAS.Runtime
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{
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if (frame == cueClip.startFrame)
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{
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cueClip.cueSpec.OnAdd();
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cueClip.cueSpec.OnAdd(frame,cueClip.startFrame,cueClip.endFrame);
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}
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if (frame >= cueClip.startFrame && frame <= cueClip.endFrame)
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{
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cueClip.cueSpec.OnTick();
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cueClip.cueSpec.OnTick(frame,cueClip.startFrame,cueClip.endFrame);
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}
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if (frame == cueClip.endFrame)
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{
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cueClip.cueSpec.OnRemove();
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cueClip.cueSpec.OnRemove(frame,cueClip.startFrame,cueClip.endFrame);
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}
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}
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}
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