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Continentis/Assets/Scripts/MainGame/Base/Buff/BuffSubmodules.cs

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2025-10-03 00:02:43 -04:00
using System;
using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.UI;
using SoulliesFramework.General;
using UnityEngine;
using UnityEngine.Events;
namespace Continentis.MainGame
{
public partial class BuffBase<T>
{
public abstract class BuffSubmodule : SubmoduleBase<BuffBase<T>>
{
public BuffBase<T> buff;
protected BuffSubmodule(BuffBase<T> buff) : base(buff)
{
this.buff = buff;
}
}
public class UISubmodule : BuffSubmodule
{
public bool hasIcon;
public string iconPath;
public Sprite icon;
public List<Func<string>> setTextFunctions;
public HUD_CharacterBuffIcon buffIcon;
public UISubmodule(BuffBase<T> buff, string iconPath = "",
params Func<string>[] setTextFunctions) : base(buff)
{
this.hasIcon = !string.IsNullOrEmpty(iconPath);
this.iconPath = iconPath;
if (hasIcon)
{
this.icon = AssetLoader.LoadAsset<Sprite>(iconPath);
}
this.setTextFunctions = setTextFunctions.ToList();
}
}
public class CountSubmodule : BuffSubmodule
{
public int maximumCount;
public int remainingCount;
public bool isInfinite => maximumCount < 0;
public float remainingPercentage => (float)remainingCount / maximumCount;
/// <summary>
/// duration为负数表示无限持续时间。
/// </summary>
public CountSubmodule(BuffBase<T> buff, int maximumCount) : base(buff)
{
this.maximumCount = maximumCount;
this.remainingCount = maximumCount;
}
public void UpdateModule()
{
if (isInfinite)
{
return;
}
remainingCount--;
if (remainingCount <= 0)
{
buff.Remove();
}
}
/// <summary>
/// 刷新剩余时间至初始值。
/// </summary>
public void RefreshDuration()
{
if (isInfinite)
{
return;
}
remainingCount = maximumCount;
}
/// <summary>
/// 覆盖可选保留更大的duration并刷新剩余时间。
/// </summary>
public void RefreshDuration(int overrideDuration, bool keepMaximal = true)
{
if (isInfinite)
{
return;
}
maximumCount = keepMaximal ? Mathf.Max(maximumCount, overrideDuration) : overrideDuration;
remainingCount = maximumCount;
}
/// <summary>
/// 增加持续时间和剩余时间。
/// </summary>
public void AddDuration(int additionalDuration)
{
if (isInfinite)
{
return;
}
maximumCount += additionalDuration;
remainingCount += additionalDuration;
}
/// <summary>
/// 仅增加剩余时间,不改变总持续时间。
/// 如果增加后剩余时间超过总持续时间,则剩余时间等于总持续时间。
/// </summary>
public void AddTime(int additionalTime)
{
if (isInfinite)
{
return;
}
remainingCount += additionalTime;
remainingCount = Mathf.Min(remainingCount, maximumCount);
}
}
/// <summary>
/// Buff叠加模块叠加层数统一。
/// </summary>
public class UnitedStackSubmodule : BuffSubmodule
{
public bool willRemoveOnZero; //是否在层数为0时移除Buff
public int stackAmount; //当前层数
public int stackUpperLimit; //层数上限,-1表示无限制
public UnitedStackSubmodule(BuffBase<T> buff, bool willRemoveOnZero,
int stackUpperLimit = -1, int initialStackAmount = 1) : base(buff)
{
this.willRemoveOnZero = willRemoveOnZero;
this.stackAmount = initialStackAmount;
this.stackUpperLimit = stackUpperLimit;
}
public void RefreshStackUpperLimit(int upperLimit, bool keepMaximal = true)
{
stackUpperLimit = keepMaximal ? Mathf.Max(stackUpperLimit, upperLimit) : upperLimit;
}
public void AddStack(int amount)
{
stackAmount += amount;
if (stackUpperLimit > 0)
{
stackAmount = Mathf.Min(stackAmount, stackUpperLimit);
}
}
public void ReduceStack(int amount)
{
stackAmount -= amount;
if (willRemoveOnZero && stackAmount <= 0)
{
buff.Remove();
}
}
}
/// <summary>
/// Buff独立叠加模块每一层的持续时间和层数可以不同。
/// </summary>
public class IndependentStackSubmodule : BuffSubmodule
{
public bool willRemoveOnZero;
public List<IndependentStackUnit> independentStacks;
public int totalStackAmount;
public IndependentStackSubmodule(BuffBase<T> buff, bool willRemoveOnZero) : base(buff)
{
this.willRemoveOnZero = willRemoveOnZero;
independentStacks = new List<IndependentStackUnit>();
totalStackAmount = 0;
}
public void UpdateModule()
{
independentStacks.ForEach(x => x.remainingTime--);
independentStacks.RemoveAll(x => !x.IsInfinite && x.remainingTime <= 0);
totalStackAmount = independentStacks.Sum(x => x.stackAmount);
if (willRemoveOnZero && totalStackAmount <= 0)
{
buff.Remove();
}
}
public IndependentStackUnit AddStack(int stackAmount, int duration)
{
IndependentStackUnit addition = new IndependentStackUnit(stackAmount, duration);
independentStacks.Add(addition);
independentStacks.Sort();
return addition;
}
public void ReduceStack(int stackAmount)
{
for (int i = 0; i < independentStacks.Count; i++)
{
if (stackAmount <= independentStacks[i].stackAmount)
{
independentStacks[i].stackAmount -= stackAmount;
if (independentStacks[i].stackAmount <= 0)
{
independentStacks.RemoveAt(i);
}
return;
}
stackAmount -= independentStacks[i].stackAmount;
independentStacks.RemoveAt(i);
i--;
}
totalStackAmount = independentStacks.Sum(x => x.stackAmount);
if (willRemoveOnZero && totalStackAmount <= 0)
{
buff.Remove();
}
}
public class IndependentStackUnit : IComparable<IndependentStackUnit>
{
public int stackAmount;
public int duration;
public int remainingTime;
public Dictionary<string, float> parameters;
public bool IsInfinite => duration < 0;
public IndependentStackUnit(int stackAmount, int duration)
{
this.stackAmount = stackAmount;
this.duration = duration;
this.remainingTime = duration;
this.parameters = new Dictionary<string, float>();
}
public int CompareTo(IndependentStackUnit other)
{
return remainingTime.CompareTo(other.remainingTime);
}
}
}
}
}