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Continentis/Assets/Scripts/MainGame/Character/CharacterSubmodules/EventSubmodule.cs

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using System.Collections.Generic;
using Continentis.MainGame.Card;
using UnityEngine.Events;
using SoftCircuits.Collections;
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using SLSFramework.General;
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namespace Continentis.MainGame.Character
{
public partial class EventSubmodule : SubmoduleBase<CharacterBase>
{
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public OrderedDictionary<string, PrioritizedAction> onCombatStart; //战斗开始时
public OrderedDictionary<string, PrioritizedAction> onCombatEnd; //战斗结束时
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public OrderedDictionary<string, PrioritizedAction> onRoundStart; //每回合开始时
public OrderedDictionary<string, PrioritizedAction> onRoundEnd; //每回合结束时
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public OrderedDictionary<string, PrioritizedAction<CharacterBase>> onStartAttack; //开始攻击时,参数为被攻击目标
public OrderedDictionary<string, PrioritizedAction<CharacterBase, AttackResult>> onFinishAttack; //完成攻击时,参数为被攻击目标和对应的攻击结果
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public OrderedDictionary<string, PrioritizedAction<CharacterBase, AttackResult>> onGetAttacked; //被攻击时,参数为攻击者和攻击结果
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public OrderedDictionary<string, PrioritizedAction> onActionStart; //每次行动开始时
public OrderedDictionary<string, PrioritizedAction> onActionEnd; //每次行动结束时
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public OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>> onBeforePlayCard; //使用卡牌前,参数为使用的卡牌
public OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>> onAfterPlayCard; //使用卡牌后,参数为使用的卡牌
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public EventSubmodule(CharacterBase character) : base(character)
{
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onCombatStart = new OrderedDictionary<string, PrioritizedAction>();
onCombatEnd = new OrderedDictionary<string, PrioritizedAction>();
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onRoundStart = new OrderedDictionary<string, PrioritizedAction>();
onRoundEnd = new OrderedDictionary<string, PrioritizedAction>();
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onActionStart = new OrderedDictionary<string, PrioritizedAction>();
onActionEnd = new OrderedDictionary<string, PrioritizedAction>();
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onStartAttack = new OrderedDictionary<string, PrioritizedAction<CharacterBase>>();
onFinishAttack = new OrderedDictionary<string, PrioritizedAction<CharacterBase, AttackResult>>();
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onGetAttacked = new OrderedDictionary<string, PrioritizedAction<CharacterBase, AttackResult>>();
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onBeforePlayCard = new OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>>();
onAfterPlayCard = new OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>>();
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onActionStart.InsertByPriority("StaminaRecover", new PrioritizedAction(() =>
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{
owner.ModifyAttribute("Stamina", owner.GetAttribute("StaminaRecoverPerAction"));
owner.ClampAttribute("Stamina", 0, owner.GetAttribute("MaximumStamina"));
}, 999));
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onActionStart.InsertByPriority("ManaRecover", new PrioritizedAction(() =>
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{
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owner.ModifyAttribute("Mana", owner.GetAttribute("ManaRecoverPerAction"));
owner.ClampAttribute("Mana", 0, owner.GetAttribute("MaximumMana"));
}, 999));
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onActionStart.InsertByPriority("DefenseReset", new PrioritizedAction(() =>
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{
if (owner.GetAttribute("KeepBlockOnActionStart") <= 0)
{
owner.SetAttribute("Block", 0);
}
if (owner.GetAttribute("KeepDodgeOnActionStart") <= 0)
{
owner.SetAttribute("Dodge", 0);
}
}, 998));
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}
}
public partial class EventSubmodule
{
protected void SetUpDefaultEvents()
{
}
}
}
namespace Continentis.MainGame.Character
{
public class AttackResult
{
public CharacterBase attacker; //攻击者
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public CharacterBase target; //被攻击者
public CardInstance attackCard; //使用的攻击卡牌
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public int startDamage; //攻击开始时的原始伤害值
public bool isDodged; //是否被闪避
public int blockedDamage; //格挡掉的伤害
public int shieldedDamage; //护盾吸收的伤害
public int hurtDamage; //实际受到的伤害
public bool IsHurt => hurtDamage > 0; //是否实际受到伤害
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public AttackResult(CharacterBase attacker, CharacterBase target, int startDamage, CardInstance attackCard, bool isDodged, int blocked, int shielded, int hurt)
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{
this.attacker = attacker;
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this.target = target;
this.attackCard = attackCard;
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this.startDamage = startDamage;
this.isDodged = isDodged;
this.blockedDamage = blocked;
this.shieldedDamage = shielded;
this.hurtDamage = hurt;
}
}
}