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Cielonos/Assets/Scripts/MainGame/AttackArea/AttackData/AttackUnit.cs

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using System;
using System.Collections.Generic;
using Cielonos.MainGame.Characters;
using DamageNumbersPro;
using Sirenix.OdinInspector;
using SLSUtilities.FunctionalAnimation;
using SLSUtilities.General;
using UnityEngine;
using Random = UnityEngine.Random;
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namespace Cielonos.MainGame
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{
[Serializable]
[HideReferenceObjectPicker]
public partial class AttackUnit : ICloneable<AttackUnit>
{
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[HideInInspector]
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public AttackData parentData;
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/// <summary>
/// 和AttackData中的key对应且用于运行时识别这个攻击单元
/// </summary>
[HideInInspector]
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public string unitName;
[Title("Attack Parameters")]
[Tooltip("如果为true则这个攻击单元不会造成伤害也不会触发暴击等相关机制通常用于仅触发特殊效果")]
public bool isInvalidAttack;
[HideIf("isInvalidAttack")]
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public Attack.Type type = Attack.Type.Kinetics;
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[Title("Attack Parameters Override")]
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[HideIf("isInvalidAttack")]
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[LabelText("覆盖默认参数")]
public bool overrideParameters = false;
[HideIf("@isInvalidAttack || overrideParameters")]
[LabelText("伤害倍率")]
public float damageCorrectionMultiplier = 1f;
[HideIf("@isInvalidAttack || overrideParameters")]
[LabelText("削韧倍率")]
public float stanceDepletionCorrectionMultiplier = 1f;
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[Tooltip("是否在多段攻击时独立计算伤害和暴击")]
[HideIf("isInvalidAttack")]
public bool isIndependentPerHit = true;
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[HideIf("@isInvalidAttack || !overrideParameters")]
[LabelText("攻击力")]
public float startDamage;
[HideIf("@isInvalidAttack || !overrideParameters")]
[LabelText("攻击力标准差")]
public float damageDeviation;
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[HideIf("@isInvalidAttack || !overrideParameters")]
[LabelText("暴击率")]
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public float criticalChance;
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[HideIf("@isInvalidAttack || !overrideParameters")]
[LabelText("暴击倍率")]
public float criticalMultiplier;
[HideIf("@isInvalidAttack || !overrideParameters")]
[LabelText("削韧值")]
public float stanceDepletion;
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[Title("Hit Effects")]
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public Breakthrough.Type breakthroughType = Breakthrough.Type.Weak;
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public DisruptionType disruptionType = DisruptionType.NormalExternal;
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[Title("Tags")]
public List<string> tags = new List<string>();
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[Title("Hit VFX")]
public bool useVFXDataHit;
[HideIf("useVFXDataHit")]
public GameObject hitVFX;
[ShowIf("useVFXDataHit")]
public string vfxUnitName;
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public bool randomizeVfxRotation;
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[Title("Extra Modules")]
[ListDrawerSettings(ShowFoldout = true)]
[SerializeReference]
public List<Submodule> submodules = new List<Submodule>();
public bool TryGetSubModule<T>(out T submodule) where T : Submodule
{
submodule = submodules.Find(m => m is T) as T;
return submodule != null;
}
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public T GetSubmodule<T>() where T : Submodule
{
return submodules.Find(m => m is T) as T;
}
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public Attack.Value GetAttackValue(CharacterBase attacker)
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{
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bool isCritical = Random.value < GetFinalCriticalChance(attacker);
float finalDamage = isCritical ? GetFinalCriticalDamage(attacker) : GetFinalRegularDamage();
float finalStanceDepletion = isCritical ? stanceDepletion * GetFinalCriticalMultiplier(attacker) : stanceDepletion;
return new Attack.Value(isCritical, finalDamage, finalStanceDepletion, type, disruptionType, breakthroughType, tags);
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}
public GameObject GetHitVFX()
{
return hitVFX != null ? hitVFX : parentData.defaultHitVFX;
}
public float GetFinalRegularDamage()
{
return startDamage + Random.Range(-damageDeviation, damageDeviation);
}
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public float GetFinalCriticalDamage(CharacterBase attacker)
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{
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return (startDamage + Random.Range(-damageDeviation, damageDeviation)) * GetFinalCriticalMultiplier(attacker);
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}
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public float GetFinalCriticalChance(CharacterBase attacker)
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{
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float chance = criticalChance;
if (attacker != null)
{
chance += attacker.attributeSm[CharacterAttribute.CriticalAttackChance];
}
return chance;
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}
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public float GetFinalCriticalMultiplier(CharacterBase attacker)
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{
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float multiplier = 1 + criticalMultiplier;
if (attacker != null)
{
multiplier += attacker.attributeSm[CharacterAttribute.CriticalAttackDamageAmplifier];
}
return multiplier;
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}
public AttackUnit Clone()
{
return (AttackUnit) this.MemberwiseClone();
}
}
public partial class AttackUnit
{
[Serializable]
public abstract class Submodule : SubmoduleBase<AttackUnit>
{
public Submodule(AttackUnit owner) : base(owner)
{
}
}
[Serializable]
public class ParameterSubmodule : Submodule
{
public Dictionary<string, float> floatParameters = new Dictionary<string, float>();
public Dictionary<string, int> intParameters = new Dictionary<string, int>();
public Dictionary<string, string> stringParameters = new Dictionary<string, string>();
public ParameterSubmodule() : base(null)
{
}
public ParameterSubmodule(AttackUnit owner) : base(owner)
{
}
public T GetParameter<T>(string key)
{
if (typeof(T) == typeof(float))
{
return floatParameters.TryGetValue(key, out float floatParameter) ? (T)(object)floatParameter : (T)(object)0f;
}
if (typeof(T) == typeof(int))
{
return intParameters.TryGetValue(key, out int intParameter) ? (T)(object)intParameter : (T)(object)0;
}
if (typeof(T) == typeof(string))
{
return stringParameters.TryGetValue(key, out string stringParameter) ? (T)(object)stringParameter : (T)(object)string.Empty;
}
throw new InvalidOperationException($"Unsupported parameter type: {typeof(T)}");
}
}
[Serializable]
public class DamageNumberSubmodule : Submodule
{
public DamageNumber regularPrefab;
public DamageNumber criticalPrefab;
public Dictionary<string, DamageNumber> customPrefabs = new Dictionary<string, DamageNumber>();
public DamageNumberSubmodule() : base(null)
{
}
public DamageNumberSubmodule(AttackUnit owner) : base(owner)
{
}
}
}
}