```
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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#if UNITY_EDITOR_WIN || UNITY_EDITOR_OSX
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using System;
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namespace Cn.Tuanjie.Codely.Editor
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{
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public readonly struct WindowHostStabilityDecision
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{
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public WindowHostStabilityDecision(bool shouldApply, IntPtr nextStableHandle, IntPtr nextPendingHandle)
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{
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ShouldApply = shouldApply;
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NextStableHandle = nextStableHandle;
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NextPendingHandle = nextPendingHandle;
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}
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public bool ShouldApply { get; }
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public IntPtr NextStableHandle { get; }
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public IntPtr NextPendingHandle { get; }
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}
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public static class WindowHostStabilityPolicy
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{
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public static WindowHostStabilityDecision Evaluate(IntPtr currentHandle, IntPtr stableHandle, IntPtr pendingHandle)
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{
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if (currentHandle == IntPtr.Zero)
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{
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return new WindowHostStabilityDecision(
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shouldApply: false,
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nextStableHandle: stableHandle,
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nextPendingHandle: IntPtr.Zero);
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}
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if (stableHandle == IntPtr.Zero)
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{
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if (pendingHandle == currentHandle)
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{
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return new WindowHostStabilityDecision(
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shouldApply: true,
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nextStableHandle: currentHandle,
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nextPendingHandle: IntPtr.Zero);
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}
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return new WindowHostStabilityDecision(
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shouldApply: false,
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nextStableHandle: IntPtr.Zero,
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nextPendingHandle: currentHandle);
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}
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if (currentHandle == stableHandle)
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{
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return new WindowHostStabilityDecision(
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shouldApply: true,
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nextStableHandle: stableHandle,
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nextPendingHandle: IntPtr.Zero);
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}
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if (pendingHandle == currentHandle)
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{
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return new WindowHostStabilityDecision(
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shouldApply: true,
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nextStableHandle: currentHandle,
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nextPendingHandle: IntPtr.Zero);
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}
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return new WindowHostStabilityDecision(
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shouldApply: false,
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nextStableHandle: stableHandle,
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nextPendingHandle: currentHandle);
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}
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}
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}
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#endif
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