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Continentis/Assets/Scripts/MainGame/Character/CharacterBuff/CharacterCombatBuffBase.cs

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using System.Collections.Generic;
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using System.Linq;
using Continentis.MainGame.Card;
using Continentis.MainGame.UI;
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using SLSFramework.General;
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using UnityEngine;
namespace Continentis.MainGame.Character
{
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public abstract partial class CharacterCombatBuffBase : CharacterBuffBase
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{
public CardLogicBase sourceCard;
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public CountSubmodule actionCountSubmodule;
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public CountSubmodule combatRoundTimeSubmodule;
public UnitedStackSubmodule unitedStackSubmodule;
public IndependentStackSubmodule independentStackSubmodule;
public CoreAttributeSubmodule coreAttributeSubmodule;
public GeneralAttributeSubmodule generalAttributeSubmodule;
public StatusSubmodule statusSubmodule;
}
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public partial class CharacterCombatBuffBase
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{
public sealed override bool OnBuffApply(out BuffBase<CharacterBase> existingBuff)
{
throw new System.NotImplementedException("请使用类型约束更强的OnBuffApply方法");
}
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public virtual bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
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{
throw new System.NotImplementedException(); //需要在子类中实现
}
public override void OnAfterFirstApply()
{
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statusSubmodule?.AddStatus();
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}
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public override void OnBuffRemove()
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{
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RefreshAttributes();
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statusSubmodule?.RemoveStatus();
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iconSubmodule?.Remove();
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}
}
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public partial class CharacterCombatBuffBase
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{
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protected bool FindExistingSameBuff<T>(out T existingBuff) where T : CharacterBuffBase
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{
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return FindExistingSameBuff(out existingBuff, attachedCharacter.combatBuffSubmodule.buffList);
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}
public override void Apply(CharacterBase attachedCharacter, CharacterBase sourceCharacter = null)
{
this.Apply(attachedCharacter, sourceCharacter, null);
}
public void Apply(CharacterBase attachedCharacter, CharacterBase sourceCharacter = null, CardLogicBase sourceCard = null)
{
this.attachedCharacter = attachedCharacter;
this.sourceCharacter = sourceCharacter;
this.sourceCard = sourceCard;
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if (OnBuffApply(out CharacterCombatBuffBase existingBuff))
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{
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this.attachedCharacter.combatBuffSubmodule.buffList.AddByPriority(this);
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OnAfterFirstApply();
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if (iconSubmodule != null)
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{
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(attachedCharacter.characterView.hudContainer.enablingHUDs["CharacterBuffCollection"] as HUD_CharacterBuffCollection)
?.AddBuffIcon(this);
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}
}
else
{
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existingBuff.iconSubmodule?.buffIcon.UpdateIcon();
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}
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RefreshAttributes();
iconSubmodule?.Update();
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}
public override void Remove()
{
OnBuffRemove();
this.attachedCharacter.combatBuffSubmodule.buffList.Remove(this);
}
public override void UntriggerRemove()
{
this.attachedCharacter.combatBuffSubmodule.buffList.Remove(this);
}
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/// <summary>
/// 检查并处理专注类Buff的添加逻辑。
/// 如果已有相同Buff存在则返回true并通过out参数返回该Buff。
/// 如果没有相同Buff存在则返回false并在必要时移除优先级最低的专注类Buff以腾出空间。
/// </summary>
/// <param name="existingBuff"></param>
/// <returns></returns>
public bool FocusingCheck(out CharacterCombatBuffBase existingBuff)
{
// 移除超出上限的专注类Buff
List<CharacterCombatBuffBase> focusingBuffs =
attachedCharacter.combatBuffSubmodule.buffList.Where(buff => buff.buffType == BuffType.Focusing).ToList();
focusingBuffs.Sort();
int maximumFocusingBuffAmount = attachedCharacter.GetAttribute("MaximumFocusingBuffAmount", 1);
for (int i = maximumFocusingBuffAmount; i < focusingBuffs.Count; i++)
{
focusingBuffs[i].Remove();
}
// 检查是否已有相同Buff存在
if (FindExistingSameBuff(out existingBuff))
{
return true;
}
// 如果没有相同Buff存在但已达上限则移除优先级最低的专注类Buff将由新Buff替代
if(focusingBuffs.Count >= maximumFocusingBuffAmount)
{
CharacterCombatBuffBase lowestPriorityBuff = focusingBuffs[focusingBuffs.Count - 1];
lowestPriorityBuff.Remove();
}
return false;
}
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}
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public partial class CharacterCombatBuffBase
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{
private void RefreshAttributes()
{
if (coreAttributeSubmodule != null)
{
coreAttributeSubmodule.RefreshAllModifiedAttributes();
}
else
{
generalAttributeSubmodule?.RefreshAllModifiedAttributes();
}
}
}
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}