```
feat(gameplay): 更新单位属性和材质配置 - 调整多个单位的基础生命值和攻击力数值平衡 - 修改CoreBattleGround材质的纹理缩放比例 - 更新地砖材质颜色为白色 - 优化纹理资源设置,调整最大纹理尺寸并添加PlayableAds平台支持 - 修复弓箭手技能目标查找逻辑,改用统一的敌人检测方法 - 为水晶矿添加中立阵营设置和光球视觉效果同步 - 调整预制体中的全局缩放参数 - 为狼人和石巨人添加NavMeshAgent组件支持 - 优化水晶矿血条显示位置计算方式 ```
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using System;
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namespace UnityTcp.Editor.Helpers
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{
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/// <summary>
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/// Ambient context for the command currently being dispatched. The dispatching loop sets it
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/// right before a handler runs and clears it afterwards, so a <c>HandleCommand(JObject)</c>
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/// can read the native request id (to start a runner job) without changing its prototype.
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///
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/// Commands are dispatched serially per thread — the editor main loop and the
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/// <see cref="BackgroundCommandPump"/> worker each set/clear around a handler — so the
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/// backing fields are thread-local to keep the two dispatchers from seeing each other's
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/// context.
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/// </summary>
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public static class CommandContext
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{
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[ThreadStatic] private static ulong _requestId;
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[ThreadStatic] private static string _commandType;
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/// <summary>Native request id of the command being handled (for EnqueueResponse).</summary>
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public static ulong RequestId => _requestId;
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/// <summary>Command type of the command being handled (usable as a job name).</summary>
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public static string CommandType => _commandType;
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public static void Set(ulong requestId, string commandType)
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{
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_requestId = requestId;
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_commandType = commandType;
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}
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public static void Clear()
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{
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_requestId = 0;
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_commandType = null;
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}
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}
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}
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