Files
daluandou/.codely.packages/cn.tuanjie.codely.bridge@1.0.85-785dea6a/Editor/Tauri/WindowHostStabilityPolicy.cs
T
huadexuan 53d95802e5 ```
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
```
2026-09-20 21:52:31 +08:00

72 lines
2.3 KiB
C#

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