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Continentis/Assets/Mods/Basic/Characters/CombatBuffs/General/Protected.cs

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using System.Collections.Generic;
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using Continentis.MainGame;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using SLSFramework.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs
{
public class Protected : CharacterCombatBuffBase
{
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public List<Protecting> protectingSources;
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public Protected()
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{
Initialize(BuffType.Neutral, BuffDispelLevel.DeathOnly, 100);
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this.protectingSources = new List<Protecting>();
this.statusSubmodule = new StatusSubmodule(this, StatusType.Protected);
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this.contentSubmodule = new ContentSubmodule(this);//TODO: 以后增加角色的ContentSubmodule
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this.iconSubmodule = new IconSubmodule(this).SetTextFunctions();
this.eventSubmodule = new EventSubmodule(this);
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/*
this.eventSubmodule.onOpponentDecideAction.Add("Protected",
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new EventUnit<CharacterBase, IntendedCard, CharacterBase>((opponent, intendedCard, originalTarget) =>
{
if (opponent is CombatNPC npc)
{
intendedCard.targets.Remove(originalTarget);
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//intendedCard.targets.Add(protector); //TODO: 后续用设计专门的函数决定目标改变
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}
}));
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*/
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}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(contentSubmodule.displayName, attachedCharacter.characterView);
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if (attachedCharacter.combatBuffSubmodule.TryGetBuffs(out List<Protecting> conflictProtectings))
{
//如果目标正在保护其他角色时被保护则应当将目标的所有Protecting Buff移除以防止冲突.
Debug.Log($"Conflicted Protecting buffs found, count: {conflictProtectings.Count}. Removing all.");
conflictProtectings.For(cp => cp.Remove());
}
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if (FindExistingSameBuff(out existingBuff))
{
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return false;
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}
return true;
}
}
}