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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huadexuan committed 2026-09-20 21:52:31 +08:00
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using System;
using System.Collections.Generic;
using Codely.Newtonsoft.Json.Linq;
using UnityTcp.Editor.Helpers;
namespace UnityTcp.Editor.Tools
{
/// <summary>
/// <c>manage_job</c>: surface over in-flight runner jobs (step / async task /
/// coroutine). Everything here touches only thread-safe state, so the whole command runs on
/// the <see cref="BackgroundCommandPump"/> worker thread — which is the point: it stays
/// responsive while the main thread is busy running the very job being queried.
///
/// Actions:
/// status (alias: check) — poll a job by id: running / pending / complete (the finished
/// result is returned and collected — single collection) / unknown.
/// list — snapshot of every in-flight job.
/// cancel — queue a cancel for a job id; the owning runner fails it on its next tick.
///
/// Detaching is not a client action: jobs are detached by the bridge itself (see
/// <see cref="DialogWatcher"/> / <see cref="JobControl"/>, e.g. when a modal dialog blocks
/// the main thread), and the client then collects them here via status.
/// </summary>
public static class ManageJob
{
private static readonly Dictionary<string, Func<JObject, object>> ActionHandlers =
new Dictionary<string, Func<JObject, object>>
{
{ "status", p => Status(p?["job_id"]?.ToString() ?? p?["id"]?.ToString()) },
{ "list", _ => ListJobs() },
{ "cancel", p => Cancel(
p?["job_id"]?.ToString() ?? p?["id"]?.ToString(),
p?["reason"]?.ToString()) },
};
private static readonly Dictionary<string, string> ActionAliases =
new Dictionary<string, string> { { "check", "status" } };
public static object HandleCommand(JObject @params)
=> ActionRouter.Route(@params, ActionHandlers, ActionAliases);
private static object Status(string jobId)
{
if (string.IsNullOrEmpty(jobId))
return Response.Error("manage_job.status requires a 'job_id'.");
switch (DetachedJobs.Check(jobId, out string json))
{
case DetachedJobs.Status.Complete:
return Response.Success("Job complete.",
new { id = jobId, status = "complete", result = ParseOrRaw(json) });
case DetachedJobs.Status.Pending:
return Response.Success("Job still running.",
new { id = jobId, status = "pending" });
}
// Not in the detached store — an attached job in flight still shows up here.
if (JobRegistry.TryGet(jobId, out var handle))
return Response.Success("Job still running (attached).",
new { id = jobId, status = "running", job = handle.Name, runner = handle.Runner });
return Response.Error(
$"Unknown job id '{jobId}' (never existed, already collected, or expired).");
}
private static object ListJobs()
{
var jobs = new List<object>();
foreach (var handle in JobRegistry.Snapshot())
{
jobs.Add(new
{
id = handle.JobId,
job = handle.Name,
runner = handle.Runner,
request_id = handle.RequestId,
detached = handle.Detached,
});
}
return Response.Success($"{jobs.Count} job(s) in flight.", new { jobs });
}
private static object Cancel(string jobId, string reason)
{
if (string.IsNullOrEmpty(jobId))
return Response.Error("manage_job.cancel requires a 'job_id'.");
var cancelReason = string.IsNullOrEmpty(reason) ? "client aborted" : reason;
bool known = JobControl.RequestCancel(jobId, cancelReason);
if (!known)
{
// Still queued briefly in case enrollment races the cancel — report soft success
// so the client does not retry forever on a finished job.
return Response.Success(
$"Cancel requested for job '{jobId}' (no matching in-flight job; request queued briefly).",
new { id = jobId, status = "cancel_requested", known = false });
}
return Response.Success(
$"Cancel requested for job '{jobId}'.",
new { id = jobId, status = "cancel_requested", known = true });
}
private static object ParseOrRaw(string json)
{
try { return JToken.Parse(json); }
catch { return json; }
}
}
}