Merge branch 'master' of https://gitee.com/zzzisfunnyboy/obsidian-notes
# Conflicts: # 1Project/构建新框架/管道模式/未命名.canvas
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2Areas/习惯养成/拖延症.md
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2Areas/习惯养成/拖延症.md
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### 使用多巴胺来激励自己的行动
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- 大脑需要判断有价值的行动目标。而判断是否有价值的这个体系就是多巴胺系统
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### 那么如何利用这个机制呢
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- 幻想一个场景,用幻想来刺激
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- 比如:
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- 写完这几段代码,然后舒舒服服的躺上3分钟,边躺还要边玩会手机。
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- 想象干净整洁的家,所有东西都被放在了该放的地方那种舒适感。
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### 调试和测试的便捷性问题
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- 大部分场景美术的跑测需求是无需任何game play元素
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- A角色的B技能MotionBlur存在异常,他需要在真实的游戏场景中观察某个角色释放某个技能观察MotionBlur是否符合预期
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- 负责3C的QA希望单次测试只加载3C相关的游戏子系统,任何与之无关的子系统都是关闭状态以提高游戏加载和运行速度,以提高测试效率
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### 在宠物宇宙中的例子F9
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- 数据端插入了测试模式的变量以及模拟了一批玩家数据
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- 下个环节根据测试模式的变量和这些玩家数据进行
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### 思考,如何抽象出来
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- 流程[[管道模式]]
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- 每个流程都能热插拔
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- 当获取流程所需要的数据为空的时候,在else方法中应该从IOC里面获取测试的对象
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{
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"nodes":[
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{"id":"898b07480fb30b91","type":"text","text":"Command","x":-261,"y":109,"width":250,"height":60},
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{"id":"06ced7be675e7a13","type":"text","text":"Command","x":-511,"y":109,"width":250,"height":60},
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{"id":"c715d34403b3a981","type":"text","text":"Command","x":-11,"y":109,"width":250,"height":60},
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{"id":"aef08d5965087231","type":"text","text":"Command","x":239,"y":109,"width":250,"height":60},
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{"id":"d41c0ab7a71ab3c3","type":"text","text":"Context","x":-511,"y":-100,"width":1081,"height":60}
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],
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"edges":[]
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}
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---
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tags:
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- 设计模式
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---
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``` csharp
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public class Seq<T>{
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public Command<T>[] cmds;
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public T Context;
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}
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```
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``` csharp
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public class Command<T>{
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public void Excute(T context){}
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}
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```
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