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Cielonos/Assets/Scripts/MainGame/Characters/Base/Submodules/EventSubmodule.cs

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using System.Collections.Generic;
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using SLSUtilities.General;
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using SoftCircuits.Collections;
using UnityEngine;
namespace Cielonos.MainGame.Characters
{
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public partial class EventSubmodule : SubmoduleBase<CharacterBase>
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{
public EventSubmodule(CharacterBase owner) : base(owner)
{
onCombatStart = new OrderedDictionary<string, PrioritizedAction>();
onCombatEnd = new OrderedDictionary<string, PrioritizedAction>();
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onDeath = new OrderedDictionary<string, PrioritizedAction>();
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onHealthChanged = new OrderedDictionary<string, PrioritizedAction<float>>();
onEnergyChanged = new OrderedDictionary<string, PrioritizedAction<float>>();
onFirstJump = new OrderedDictionary<string, PrioritizedAction>();
onJumpLand = new OrderedDictionary<string, PrioritizedAction>();
onDashStart = new OrderedDictionary<string, PrioritizedAction>();
onDashEnd = new OrderedDictionary<string, PrioritizedAction>();
onDodgeStart = new OrderedDictionary<string, PrioritizedAction>();
onDodgeEnd = new OrderedDictionary<string, PrioritizedAction>();
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onGetHit = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase>>();
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onHurt = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase>>();
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onGetBreakthrough = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase>>();
onStartAttack = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, CharacterBase, AttackResult>>();
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onFinishAttack = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, CharacterBase, AttackResult>>();
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onBeforeGetAttacked = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>>();
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onAfterGetAttacked = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>>();
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onBlockSuccess = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, BlockSource>>();
onNormalBlockSuccess = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, BlockSource>>();
onPerfectBlockSuccess = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, BlockSource>>();
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onNormalDodgeSuccess = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, DodgeSource>>();
onPerfectDodgeSuccess = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, DodgeSource>>();
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}
}
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#region Combat Events
public partial class EventSubmodule
{
/// <summary>
/// 战斗开始时
/// </summary>
public OrderedDictionary<string, PrioritizedAction> onCombatStart;
/// <summary>
/// 战斗结束时
/// </summary>
public OrderedDictionary<string, PrioritizedAction> onCombatEnd;
}
#endregion
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#region Death Events
public partial class EventSubmodule
{
/// <summary>
/// 死亡时。
/// <para>
/// 注意onDeath 回调在 Destroy(gameObject) 之前同步执行。
/// 请勿在回调中启动协程或异步任务,因为 GameObject 将在本帧末尾被销毁,
/// 任何依赖该对象存活的后续帧逻辑都会失败。
/// </para>
/// </summary>
public OrderedDictionary<string, PrioritizedAction> onDeath;
}
#endregion
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#region Action Events
public partial class EventSubmodule
{
/// <summary>
/// 第一次跳跃时
/// </summary>
public OrderedDictionary<string, PrioritizedAction> onFirstJump;
/// <summary>
/// 跳跃落地时
/// </summary>
public OrderedDictionary<string, PrioritizedAction> onJumpLand;
/// <summary>
/// 冲刺开始时
/// </summary>
public OrderedDictionary<string, PrioritizedAction> onDashStart;
/// <summary>
/// 冲刺结束时
/// </summary>
public OrderedDictionary<string, PrioritizedAction> onDashEnd;
/// <summary>
/// 闪避开始时,注意,冲刺也属于闪避,会触发这个事件
/// </summary>
public OrderedDictionary<string, PrioritizedAction> onDodgeStart;
/// <summary>
/// 闪避结束时,注意,冲刺也属于闪避,会触发这个事件
/// </summary>
public OrderedDictionary<string, PrioritizedAction> onDodgeEnd;
}
#endregion
#region Attribute Change Events
public partial class EventSubmodule
{
/// <summary>
/// 生命变化时,参数为变化的数值
/// </summary>
public OrderedDictionary<string, PrioritizedAction<float>> onHealthChanged;
/// <summary>
/// 能量变化时,参数为变化的数值
/// </summary>
public OrderedDictionary<string, PrioritizedAction<float>> onEnergyChanged;
}
#endregion
#region Attack Interaction Events
public partial class EventSubmodule
{
/// <summary>
/// 被击中时。参数为产生命中的攻击区域。
/// <para> 注意,不需要必须受到伤害 </para>
/// </summary>
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase>> onGetHit;
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/// <summary>
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/// 受到伤害时。参数为产生产伤害的攻击区域。
/// </summary>
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase>> onHurt;
/// <summary>
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/// 被突破时。参数为产生产击破的攻击区域。
/// <para> 注意,不需要必须受到伤害 </para>
/// </summary>
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase>> onGetBreakthrough;
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/// <summary>
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/// 开始攻击时。参数为产生成攻击的攻击区域、被攻击目标和(未完成的)攻击结果。
/// <para> 此时还未开始攻击结果的计算,因此可以在这个事件中利用 AttackResult 进而修改其内部的 AttackValue </para>
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/// </summary>
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public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, CharacterBase, AttackResult>> onStartAttack;
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/// <summary>
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/// 完成攻击时,参数为产生成攻击的攻击区域、被攻击目标和(已完成的)攻击结果
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/// <para> 此时攻击结果已经计算完成,因此可以在这个事件中根据攻击结果进行一些后续处理 </para>
/// </summary>
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, CharacterBase, AttackResult>> onFinishAttack;
/// <summary>
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/// 被攻击前,参数为攻击区域和攻击结果
/// <para> 此时还未开始扣血和打断动作逻辑,因此可以在这个事件中一票否决(设定isImmune)或者修改即将受到的最终伤害修饰算子 </para>
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/// </summary>
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public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>> onBeforeGetAttacked;
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/// <summary>
/// 被攻击后,参数为攻击区域和攻击结果
/// <para> 此时攻击结果已经计算完成,因此可以在这个事件中根据攻击结果进行一些后续处理 </para>
/// </summary>
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>> onAfterGetAttacked;
/// <summary>
/// (任何)格挡成功时,参数为攻击区域和格挡来源
/// </summary>
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, BlockSource>> onBlockSuccess;
/// <summary>
/// 普通格挡成功时,参数为攻击区域和格挡来源
/// </summary>
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, BlockSource>> onNormalBlockSuccess;
/// <summary>
/// 完美格挡成功时,参数为攻击区域和格挡来源
/// </summary>
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, BlockSource>> onPerfectBlockSuccess;
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/// <summary>
/// 普通闪避成功时,参数为闪避来源
/// </summary>
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, DodgeSource>> onNormalDodgeSuccess;
/// <summary>
/// 完美闪避成功时,参数为闪避来源
/// </summary>
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, DodgeSource>> onPerfectDodgeSuccess;
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}
#endregion
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}