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refactor: align state system replay and path contracts
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@ -104,14 +104,13 @@ export class CoreState implements ICoreState {
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// Layer 2 执行层,游戏逻辑对象都在这,包括一些需要操作数据层的逻辑系统等
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readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>;
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readonly eventSystem: IGameEventSystem;
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/** 已绑定勇士移动器的寻路系统 */
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readonly pathfinding: IPathfindingSystem;
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/** 当前 CoreState 独立拥有的录像系统 */
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readonly replaySystem: IReplaySystem;
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// Layer 3 用户层,也就是最顶层的内容,一般仅用于初始化以及仅供渲染端调用的顶层模块
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readonly loadProgress: ILoadProgressTotal;
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readonly dataLoader: IMotaDataLoader;
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/** 可存档对象映射 */
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private readonly saveables: Map<string, ISaveableContent<any>> = new Map();
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/** 所有已添加的可存档对象 */
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@ -1,13 +1,18 @@
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import { IStateBase } from '@user/data-base';
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import { IEnemyContext } from './combat';
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import { IEnemyAttr, IHeroAttr } from '@user/data-common';
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import { IEnemyAttr, IHeroAttr, IReplaySystem } from '@user/data-common';
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import { IGameEventSystem } from './event';
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import { IPathfindingSystem } from './path';
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export interface IStateSystem extends IStateBase {
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/** 怪物上下文 */
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readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>;
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/** 游戏事件系统 */
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readonly eventSystem: IGameEventSystem;
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/** 已绑定勇士移动器的寻路系统 */
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readonly pathfinding: IPathfindingSystem;
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/** 当前 CoreState 独立拥有的录像系统 */
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readonly replaySystem: IReplaySystem;
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}
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export interface IStateSystemExtended {
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