147 lines
6.0 KiB
C#
147 lines
6.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cielonos.MainGame.Buffs.Character;
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using Cielonos.MainGame.Characters;
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using Sirenix.OdinInspector;
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using SLSUtilities.FunctionalAnimation;
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using SLSUtilities.General;
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using SLSUtilities.WwiseAssistance;
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using SoftCircuits.Collections;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Cielonos.MainGame.FunctionalAnimation
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{
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[Serializable]
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public class SetBreakthroughResistance : FuncAnimPayloadBase
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{
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/// <summary>
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/// 在强力动作的原始抗性等级确定后、Buff 创建前调用的有序修正器。
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/// 通过 key 管理注册和注销,并按 Priority 顺序将前一个结果传给后一个回调。
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/// </summary>
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public static readonly OrderedDictionary<string, PrioritizedFunc<Automata, Breakthrough.Type, Breakthrough.Type>>
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onResolveBreakthroughableType = new();
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public override bool IsCombatOnly => true;
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[InfoBox("设置角色的突破抗性状态,同时开启或关闭轮廓线效果。\n角色会被突破类型相同或更高的攻击打断,不会被低于该突破类型的攻击打断。")]
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[FormerlySerializedAs("outlineSwitch")]
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[Tooltip("是否开启")]
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public bool isEnabling = true;
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[FormerlySerializedAs("applyFXs")]
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[ShowIf("isEnabling")]
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[Tooltip("是否开启音效和特效,特效默认为VFXData配置的WarningDisruption或WarningForced")]
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public bool applyFx = true;
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[Tooltip("是否从行为树参数获取突破类型")]
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[ShowIf("isEnabling")]
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public bool getFromBehaviorTree = true;
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[Tooltip("突破类型")]
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[HideIf("getFromBehaviorTree")]
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public Breakthrough.Type breakthroughableType = Breakthrough.Type.Heavy;
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[Tooltip("是否使用详细设置")]
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public bool detailedSettings = false;
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[Tooltip("轮廓线宽度")]
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[ShowIf("@this.detailedSettings && this.isEnabling")]
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public float outlineWidth = 0.05f;
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[Tooltip("轮廓线淡入淡出时间")]
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[ShowIf("detailedSettings")]
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public float outlineFadeDuration = 0.1f;
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public override void Invoke()
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{
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RenderSubcontrollerBase renderSc = Character.renderSc;
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Breakthrough.Type resolvedBreakthroughableType = breakthroughableType;
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if (getFromBehaviorTree)
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{
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BehaviorSubcontroller behaviorSc = (Character as Automata)!.behaviorSc;
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string typeName = behaviorSc.mainBehaviorTree.GetVariable<string>("BreakthroughableType").Value;
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if (string.IsNullOrEmpty(typeName))
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{
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resolvedBreakthroughableType = Breakthrough.Type.Heavy;
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}
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else
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{
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resolvedBreakthroughableType = Enum.TryParse(typeName, out Breakthrough.Type parsedType) ? parsedType : Breakthrough.Type.Heavy;
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}
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}
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if (isEnabling)
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{
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if (Character is Automata automata)
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{
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resolvedBreakthroughableType = ResolveBreakthroughableType(automata, resolvedBreakthroughableType);
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}
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new BreakthroughResistanceModification(resolvedBreakthroughableType).Apply(Character);
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if (applyFx)
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{
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if (resolvedBreakthroughableType == Breakthrough.Type.Heavy)
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{
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AudioManager.Post(AK.EVENTS.WARNING_ATTACK_HEAVYLEVEL, Character.gameObject);
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Character.vfxData.SpawnVFX("WarningHeavy", Character, Character.transform);
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}
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else if (resolvedBreakthroughableType == Breakthrough.Type.Disruption)
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{
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AudioManager.Post(AK.EVENTS.WARNING_ATTACK_DISRUPTIONLEVEL, Character.gameObject);
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Character.vfxData.SpawnVFX("WarningDisruption", Character, Character.transform);
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}
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else if (resolvedBreakthroughableType == Breakthrough.Type.Forced)
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{
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AudioManager.Post(AK.EVENTS.WARNING_ATTACK_FORCEDLEVEL, Character.gameObject);
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Character.vfxData.SpawnVFX("WarningForced", Character, Character.transform);
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}
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}
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}
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else
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{
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Character.buffSm.GetBuff<BreakthroughResistanceModification>()?.Remove();
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}
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}
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private static Breakthrough.Type ResolveBreakthroughableType(Automata target, Breakthrough.Type originalType)
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{
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// 多个修正器按 Priority 顺序串行处理,后一个修正器接收前一个的结果。
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Breakthrough.Type resolvedType = originalType;
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foreach (string key in onResolveBreakthroughableType.Keys.ToList())
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{
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PrioritizedFunc<Automata, Breakthrough.Type, Breakthrough.Type> resolver = onResolveBreakthroughableType[key];
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resolvedType = resolver.Invoke(target, resolvedType);
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if (resolver.ShouldRemove)
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{
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onResolveBreakthroughableType.Remove(key);
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}
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}
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return resolvedType;
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}
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private void SetResistance(Breakthrough.Type type, bool isResistant)
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{
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foreach (var lowerType in Breakthrough.GetLowerTypes(type))
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{
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Character.reactionSc.breakthroughResistances[lowerType].Modify(isResistant);
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}
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Character.reactionSc.breakthroughResistances[type].Modify(!isResistant);
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foreach (var higherType in Breakthrough.GetHigherTypes(type))
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{
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Character.reactionSc.breakthroughResistances[higherType].Modify(!isResistant);
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}
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}
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}
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}
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