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Cielonos/Assets/Scripts/MainGame/Items/PassiveEquipments/OverloadBattery.cs

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using System;
using Cielonos.MainGame.Characters;
using SLSUtilities.General;
using UnityEngine;
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namespace Cielonos.MainGame.Inventory.Collections
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{
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/// <summary>
/// 过载电池 / Overload Battery
/// 过载完成时,下一次【突破等级:重】攻击造成的伤害增加 50%。
/// </summary>
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public class OverloadBattery : PassiveEquipmentBase
{
private bool _isBuffActive = false;
public override void OnObtained()
{
// 直接订阅由 OverloadSubmodule 抛出的满溢满充爆气事件
if (overloadSm != null)
{
overloadSm.OnTriggered += TriggerOverloadEffect;
}
}
public void TriggerOverloadEffect()
{
// 挂载增伤 Buff
_isBuffActive = true;
// 为下一次攻击进行截流修饰(利用上一个阶段优化提升完毕的 EventSubmodule 架构)
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Action<AttackAreaBase, CharacterBase, Attack.Context> onStartAttack = OnStartAttack;
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if (!player.eventSm.onStartAttack.ContainsKey("OverloadBattery"))
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{
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player.eventSm.onStartAttack.Add("OverloadBattery", onStartAttack.ToPrioritized());
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MainGameManager.BaseCollection.InfoText().Spawn(player.CenterPosition, "Overload Battery Boost").SetScale(0.5f);
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}
}
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private void OnStartAttack(AttackAreaBase attackArea, CharacterBase target, Attack.Context attackContext)
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{
if (!_isBuffActive) return;
// 拦截检查必须是重突破等级BreakthroughType.Heavy
// 如果不是重攻击,我们就避让不进行任何修饰,且不消耗掉 Buff 的开启状态
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if (attackContext.value.breakthroughType != Breakthrough.Type.Heavy) return;
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// 最终伤害提升 50%。上个方案中我们留下了 damageMultiplier天然完美支持翻倍操作。
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attackContext.value.damageMultiplier += 0.5f;
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_isBuffActive = false;
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// "一次性"触发,修饰完毕后从玩家的攻击起手事件池里销毁自身,不沾染下一次无关的攻击。
player.eventSm.onStartAttack.Remove("OverloadBattery");
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}
public override void OnDiscarded()
{
base.OnDiscarded();
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player.eventSm.onStartAttack.Remove("OverloadBattery");
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if (overloadSm != null)
{
overloadSm.OnTriggered -= TriggerOverloadEffect;
}
}
}
}