Handle warnings in the Ide and optimize the code.
处理Ide内的警告,优化代码。
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36e656cf46
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@ -16,6 +16,16 @@ public class Camp
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_friendlyCampIdList = new List<string>();
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}
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/// <summary>
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/// <para>Add friendly camp ID</para>
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/// <para>添加友善的阵营ID</para>
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/// </summary>
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/// <param name="friendlyCampId"></param>
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public void AddFriendlyCampId(string friendlyCampId)
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{
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_friendlyCampIdList.Add(friendlyCampId);
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}
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/// <summary>
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/// <para>Get camp ID</para>
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/// <para>获取阵营ID</para>
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@ -80,16 +80,16 @@ public sealed partial class AiCharacter : CharacterTemplate
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/// <summary>
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/// <para>Exclamation bubble Id</para>
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/// <para>Exclamation bubble id</para>
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/// <para>感叹气泡Id</para>
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/// </summary>
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private const int plaintBubbleId = 0;
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private const int PlaintBubbleId = 0;
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/// <summary>
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/// <para>Query bubble Id</para>
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/// <para>Query bubble id</para>
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/// <para>疑问气泡Id</para>
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/// </summary>
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private const int queryBubbleId = 1;
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private const int QueryBubbleId = 1;
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/// <summary>
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/// <para>BubbleMarker</para>
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@ -134,14 +134,14 @@ public sealed partial class AiCharacter : CharacterTemplate
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var plaint = NodeUtils.InstantiatePackedScene<Control>(plaintScene);
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if (plaint != null)
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{
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_bubbleMarker.AddBubble(plaintBubbleId, plaint);
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_bubbleMarker.AddBubble(PlaintBubbleId, plaint);
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}
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using var queryScene = GD.Load<PackedScene>("res://prefab/ui/query.tscn");
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var query = NodeUtils.InstantiatePackedScene<Control>(queryScene);
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if (query != null)
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{
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_bubbleMarker.AddBubble(queryBubbleId, query);
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_bubbleMarker.AddBubble(QueryBubbleId, query);
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}
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}
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@ -228,12 +228,12 @@ public sealed partial class AiCharacter : CharacterTemplate
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/// </summary>
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public void DispladyPlaint()
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{
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_bubbleMarker?.ShowBubble(plaintBubbleId);
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_bubbleMarker?.ShowBubble(PlaintBubbleId);
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}
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public void HidePlaint()
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{
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_bubbleMarker?.HideBubble(plaintBubbleId);
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_bubbleMarker?.HideBubble(PlaintBubbleId);
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}
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/// <summary>
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@ -242,12 +242,12 @@ public sealed partial class AiCharacter : CharacterTemplate
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/// </summary>
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public void DispladyQuery()
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{
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_bubbleMarker?.ShowBubble(queryBubbleId);
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_bubbleMarker?.ShowBubble(QueryBubbleId);
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}
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public void HideQuery()
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{
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_bubbleMarker?.HideBubble(queryBubbleId);
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_bubbleMarker?.HideBubble(QueryBubbleId);
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}
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/// <summary>
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@ -237,8 +237,7 @@ public static class LogCat
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var logData = new LogData
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{
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Level = level,
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Message = concreteLog,
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AppId = "none"
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Message = concreteLog
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};
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LogCollector.Push(logData);
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}
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@ -26,15 +26,6 @@ public class RoomSlot
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/// </remarks>
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public Vector2I StartPosition { get; set; }
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/// <summary>
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/// <para>The midpoint of the slot</para>
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/// <para>插槽的中点位置</para>
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/// </summary>
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///<remarks>
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///<para>As opposed to a tile map. Convert to local location please call <see cref="TileMap.MapToLocal"/></para>
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///<para>相对于瓦片地图而言的。转换为本地位置请调用<see cref="TileMap.MapToLocal"/></para>
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/// </remarks>
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public Vector2I MidpointPosition { get; set; }
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/// <summary>
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/// <para>The end position of the room slot</para>
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@ -194,12 +194,10 @@ public class Room
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//转为瓦片地图的坐标(中点)
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var tileMapStartPosition = tileMap.LocalToMap(startPosition);
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var tileMapEndPosition = tileMap.LocalToMap(endPosition);
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var midpointPosition = tileMap.LocalToMap(midpointOfRoomSlots);
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var roomSlot = new RoomSlot
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{
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EndPosition = tileMapEndPosition,
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StartPosition = tileMapStartPosition,
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MidpointPosition = midpointPosition,
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//Calculate the orientation of the slot (the midpoint of the room is the origin, the vector pointing to the midpoint of the slot)
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//计算槽位的方向(房间中点为原点,指向槽位中点的向量)
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DistanceToMidpointOfRoom = CoordinateUtils.VectorToOrientationArray(midpoint, midpointOfRoomSlots)
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@ -26,7 +26,7 @@ public static class LogCollector
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/// </remarks>
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public static int UploadThreshold { get; set; } = 300;
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private static bool _lockList = false;
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private static bool _lockList;
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/// <summary>
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/// <para>httpClient</para>
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@ -36,7 +36,7 @@ public static class LogCollector
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private static string? _orgId;
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private static string? _streamName;
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/// <summary>
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/// <para>CanUploadLog</para>
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/// <para>是否能上传日志</para>
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@ -95,7 +95,7 @@ public static class LogCollector
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{
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//After the upload succeeds, if the threshold is still met, continue uploading.
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//上传成功后,如果依然满足阈值,那么继续上传。
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PostLog(LogDataList.GetRange(0, UploadThreshold));
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await PostLog(LogDataList.GetRange(0, UploadThreshold));
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}
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}
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else
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@ -105,14 +105,26 @@ public static class LogCollector
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}
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}
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public static void Push(LogData logData)
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/// <summary>
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/// <para>Push log information to the cache</para>
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/// <para>推送日志信息到缓存</para>
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/// </summary>
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/// <param name="logData">
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///<para>Log data</para>
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///<para>日志信息</para>
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/// </param>
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/// <remarks>
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///<para>When logs reach the upload threshold, logs are automatically uploaded.</para>
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///<para>当日志信息到达上传阈值后会自动上传。</para>
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/// </remarks>
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public static async Task Push(LogData logData)
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{
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LogDataList.Add(logData);
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LogCat.LogWithFormat("upload_status", LogCat.LogLabel.LogCollector, false, LogDataList.Count, UploadThreshold);
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if (!_lockList && LogDataList.Count > UploadThreshold)
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{
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//执行上传
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PostLog(LogDataList.GetRange(0, UploadThreshold));
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await PostLog(LogDataList.GetRange(0, UploadThreshold));
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}
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}
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}
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@ -47,7 +47,7 @@ public class PatrolStateProcessor : StateProcessorTemplate
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{
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//Once the enemy enters the reconnaissance range, we first see if the character has a weapon, if so, then pursue the enemy, otherwise, the patrol state changes to looking for weapons.
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//发现敌人进入侦察范围后,我们先看角色是否持有武器,如果有,那么追击敌人,否则,巡逻状态转换为寻找武器。
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if (aiCharacter.CurrentItem is WeaponTemplate weaponTemplate)
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if (aiCharacter.CurrentItem is WeaponTemplate)
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{
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context.CurrentState = State.Chase;
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}
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@ -1,5 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using ColdMint.scripts.debug;
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using Godot;
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