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Continentis/Assets/Scripts/MainGame/Card/CardLogicBase.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.Character;
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using Continentis.MainGame.Equipment;
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using SLSFramework.General;
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using SLSFramework.UModAssistance;
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using UnityEngine;
namespace Continentis.MainGame.Card
{
public abstract partial class CardLogicBase
{
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[Header("Reference")]
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public CardInstance card;
public CardData cardData => card.cardData;
public CharacterBase user => card.user;
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public HashSet<CardLogicComponentBase> logicComponents { get; private set; }
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/// <summary>生成卡牌逻辑实例。</summary>
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public static CardLogicBase GenerateCardLogic(CardData data)
{
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string typeID = ModManager.GetTypeID(data.modName, "Cards", data.categoryName, data.className);
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Type logicType = ModManager.GetType(typeID);
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if (logicType == null)
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{
Debug.LogError($"Card class '{typeID}' not found in assemblies.");
return null;
}
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if (Activator.CreateInstance(logicType) is CardLogicBase cardLogic)
return cardLogic;
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Debug.LogError($"Card class '{typeID}' not found or could not be instantiated.");
return null;
}
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public virtual void Initialize(CardInstance cardInstance)
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{
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card = cardInstance;
logicComponents = new HashSet<CardLogicComponentBase>();
card.eventSubmodule.onTargeting += TargetingEffect;
card.eventSubmodule.onUntargeting += UntargetingEffect;
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}
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public virtual void SetUpLogicComponents() { }
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public T AddLogicComponent<T>() where T : CardLogicComponentBase, new()
{
if (logicComponents.Any(component => component is T))
{
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Debug.LogWarning($"Card {card.cardData.className} already has component of type {typeof(T)}, cannot add duplicate.");
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return null;
}
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T component = new T();
component.Initialize(this);
logicComponents.Add(component);
return component;
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}
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public T LogicComponent<T>() where T : CardLogicComponentBase
{
return logicComponents.OfType<T>().FirstOrDefault();
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}
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public virtual void ApplyAttributeChangesByCard() { }
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/// <summary>卡牌出牌效果,返回一个 CommandGroup 供队列执行。</summary>
public virtual CommandGroup PlayEffect(List<CharacterBase> targetList)
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{
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return new CommandGroup();
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}
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public virtual void AfterPlayEffect(List<CharacterBase> targetList) { }
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}
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#region Attributes
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public partial class CardLogicBase
{
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/// <summary>设置可变属性值。</summary>
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public void SetVariableAttribute(string attributeName, int baseOffset, bool additive = false, int originalValue = 0)
{
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card.SetVariableAttribute(attributeName, baseOffset, additive, originalValue);
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}
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/// <summary>检查卡牌是否具有某属性。</summary>
public bool HasAttribute(string attributeName) => card.HasAttribute(attributeName);
/// <summary>获取卡牌的属性值。</summary>
public int GetAttribute(string attributeName, int defaultValue = 0) => card.GetAttribute(attributeName, defaultValue);
public float GetRawAttribute(string attributeName, float defaultValue = 0) => card.GetRawAttribute(attributeName, defaultValue);
/// <summary>设置卡牌的属性值int。</summary>
public void SetAttribute(string attributeName, int value) => card.SetAttribute(attributeName, value);
/// <summary>设置卡牌的属性值float。</summary>
public void SetAttribute(string attributeName, float value) => card.SetAttribute(attributeName, value);
/// <summary>修改卡牌的属性值。</summary>
public void ModifyAttribute(string attributeName, int delta) => card.ModifyAttribute(attributeName, delta);
}
#endregion
#region Command
public partial class CardLogicBase
{
// ── 新 API闭包工厂推荐Mod 制作者优先使用) ─────────────────────
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/// <summary>
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/// 对 targetList 中的每个目标调用工厂 lambda生成的命令按 mainExecutionMode 组合。
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/// </summary>
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protected CommandGroup ForEachTarget(
List<CharacterBase> targetList,
Func<CharacterBase, CommandBase> factory,
ExecutionMode mainExecutionMode = ExecutionMode.Sequential)
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{
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var group = new CommandGroup(mainExecutionMode);
foreach (CharacterBase target in targetList)
{
CharacterBase captured = target;
group.AddCommand(factory(captured));
}
return group;
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}
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/// <summary>
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/// 对 targetList 中的每个目标调用工厂 lambda生成的 CommandGroup 按 mainExecutionMode 组合。
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/// </summary>
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protected CommandGroup ForEachTarget(
List<CharacterBase> targetList,
Func<CharacterBase, CommandGroup> factory,
ExecutionMode mainExecutionMode = ExecutionMode.Sequential)
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{
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var group = new CommandGroup(mainExecutionMode);
foreach (CharacterBase target in targetList)
{
CharacterBase captured = target;
group.AddCommand(factory(captured));
}
return group;
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}
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// ── 旧 API模板 Clone 模式(保留供向后兼容,后续迁移完成后移除) ──
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/// <summary>
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/// 克隆命令模板列表,组合为单个并行 CommandGroup。
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/// </summary>
protected CommandGroup SingleCommandGroup(params CommandBase[] commands)
{
return SingleCommandGroup(ExecutionMode.Parallel, commands);
}
/// <summary>
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/// 克隆命令模板列表,按 executionMode 组合为单个 CommandGroup。
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/// </summary>
protected virtual CommandGroup SingleCommandGroup(
ExecutionMode executionMode = ExecutionMode.Parallel, params CommandBase[] commands)
{
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var group = new CommandGroup(executionMode);
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foreach (CommandBase template in commands)
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group.AddCommand(template.Clone());
return group;
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}
/// <summary>
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/// 对目标列表中的每个目标克隆命令模板并注入 Target生成嵌套 CommandGroup。
/// 新代码请改用 <see cref="ForEachTarget"/> 闭包工厂模式。
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/// </summary>
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[Obsolete("请改用 ForEachTarget(targetList, target => ...) 闭包工厂模式。")]
protected CommandGroup TargetListCommandGroup(
List<CharacterBase> targetList,
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params CommandBase[] singleCommands)
{
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return TemplateTargetGroup(targetList, ExecutionMode.Sequential, ExecutionMode.Parallel, singleCommands);
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}
/// <summary>
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/// 对目标列表中的每个目标克隆命令模板并注入 Target生成嵌套 CommandGroup。
/// 新代码请改用 <see cref="ForEachTarget"/> 闭包工厂模式。
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/// </summary>
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[Obsolete("请改用 ForEachTarget(targetList, target => ...) 闭包工厂模式。")]
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protected virtual CommandGroup TargetListCommandGroup(
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List<CharacterBase> targetList,
ExecutionMode mainExecutionMode = ExecutionMode.Sequential,
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ExecutionMode singleExecutionMode = ExecutionMode.Parallel,
params CommandBase[] singleCommands)
{
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return TemplateTargetGroup(targetList, mainExecutionMode, singleExecutionMode, singleCommands);
}
/// <summary>
/// 模板 Clone 模式的底层实现,供旧代码向后兼容。
/// 克隆每条模板命令并向所有子命令的 selfContext 注入 Target。
/// </summary>
protected virtual CommandGroup TemplateTargetGroup(
List<CharacterBase> targetList,
ExecutionMode mainExecutionMode = ExecutionMode.Sequential,
ExecutionMode singleExecutionMode = ExecutionMode.Parallel,
params CommandBase[] singleCommands)
{
var mainGroup = new CommandGroup(mainExecutionMode);
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foreach (CharacterBase target in targetList)
{
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var singleGroup = new CommandGroup(singleExecutionMode);
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foreach (CommandBase template in singleCommands)
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{
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CommandBase clone = template.Clone();
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// 收集所有子命令(含嵌套组内的命令)并注入 Target
var allCommands = clone is CommandGroup group
? group.GetAllCommands(true)
: new List<CommandBase> { clone };
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foreach (CommandBase cmd in allCommands)
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cmd.selfContext.Set(CommandContextKeys.Target, target);
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singleGroup.AddCommand(clone);
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}
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mainGroup.AddCommand(singleGroup);
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}
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return mainGroup;
}
}
#endregion
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#region Attack
public partial class CardLogicBase
{
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/// <summary>获取对指定目标的最终伤害值。</summary>
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public virtual int GetTargetedFinalDamage(CharacterBase target, List<string> elementalTags = null)
{
return GetFinalDamage(target, elementalTags, out _, out _, out _, out _);
}
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/// <summary>获取无目标时的最终伤害值。</summary>
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public virtual int GetNoTargetFinalDamage(List<string> elementalTags = null)
{
return GetFinalDamage(null, elementalTags, out _, out _, out _, out _);
}
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protected virtual int GetFinalDamage(
CharacterBase target, List<string> elementalTags,
out float baseDamageAfterOffset, out float elementalMultiplier,
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out float magicMultiplier, out float finalMultiplier)
{
bool haveTarget = target != null;
elementalTags ??= card.GetElementalKeywords();
int physicsOffset = 0;
if (card.HasKeyword("Physics") || card.HasKeyword("Slash") || card.HasKeyword("Prick") || card.HasKeyword("Strike"))
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physicsOffset = user.GetAttribute("PhysicsDamageDealtOffset");
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int magicOffset = 0;
if (card.HasKeyword("Magic") || card.HasKeyword("Arcane") || card.HasKeyword("Sorcery"))
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magicOffset = user.GetAttribute("MagicDamageDealtOffset");
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elementalMultiplier = 1f;
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foreach (string element in elementalTags)
{
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float targetGain = haveTarget ? target.GetRawAttribute(element + "DamageGainMultiplier", 1f) : 1f;
elementalMultiplier *= user.GetRawAttribute(element + "DamageDealtMultiplier", 1f) * targetGain;
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}
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magicMultiplier = 1f;
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if (card.HasKeyword("Magic") || card.HasKeyword("Arcane") || card.HasKeyword("Sorcery"))
{
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float targetGain = haveTarget ? target.GetRawAttribute("MagicDamageGainMultiplier", 1f) : 1f;
magicMultiplier = user.GetRawAttribute("MagicDamageDealtMultiplier", 1f) * targetGain;
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}
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float targetFinalGain = haveTarget ? target.GetRawAttribute("FinalDamageGainMultiplier", 1f) : 1f;
finalMultiplier = user.GetRawAttribute("FinalDamageDealtMultiplier", 1f) * targetFinalGain;
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baseDamageAfterOffset = card.attributeSubmodule.GetCurrentAttribute("Damage") + physicsOffset + magicOffset;
float finalDamage = baseDamageAfterOffset * elementalMultiplier * magicMultiplier * finalMultiplier;
return Mathf.RoundToInt(finalDamage);
}
}
#endregion
#region Buffs
public partial class CardLogicBase
{
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/// <summary>创建一个角色战斗 Buff 实例(通过 ModManager 类型注册)。</summary>
public T CreateCharacterBuff<T>(params object[] parameters) where T : CharacterCombatBuffBase
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{
string buffTypeID = ModManager.GetTypeID(typeof(T));
if (string.IsNullOrEmpty(buffTypeID))
{
Debug.LogError($"Failed to get buff name for type {typeof(T).FullName}");
return null;
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}
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return ModManager.CreateInstance<T>(buffTypeID, parameters);
}
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public T CreateCharacterBuff<T>(string buffTypeID, params object[] parameters) where T : CharacterCombatBuffBase
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{
if (string.IsNullOrEmpty(buffTypeID))
{
Debug.LogError($"Failed to get buff name for type {typeof(T).FullName}");
return null;
}
return ModManager.CreateInstance<T>(buffTypeID, parameters);
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}
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/// <summary>创建一个卡牌战斗 Buff 实例(通过 ModManager 类型注册)。</summary>
public T CreateCardBuff<T>(params object[] parameters) where T : CardBuffBase
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{
string buffTypeID = ModManager.GetTypeID(typeof(T));
if (string.IsNullOrEmpty(buffTypeID))
{
Debug.LogError($"Failed to get buff name for type {typeof(T).FullName}");
return null;
}
return ModManager.CreateInstance<T>(buffTypeID, parameters);
}
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public T CreateCardBuff<T>(string buffTypeID, params object[] parameters) where T : CardBuffBase
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{
if (string.IsNullOrEmpty(buffTypeID))
{
Debug.LogError($"Failed to get buff name for type {typeof(T).FullName}");
return null;
}
return ModManager.CreateInstance<T>(buffTypeID, parameters);
}
}
#endregion
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public abstract partial class CardLogicBase
{
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/// <summary>获取衍生卡牌数据(按索引)。</summary>
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public CardData GetDerivativeCardData(int index)
{
return ModManager.GetData<CardData>(cardData.derivativeCardDataRefs[index]);
}
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/// <summary>获取衍生卡牌数据(按名称)。</summary>
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public CardData GetDerivativeCardData(string dataName)
{
if (cardData.derivativeCardDataRefs.Contains(dataName))
return ModManager.GetData<CardData>(dataName);
Debug.LogError($"Card {cardData.className} does not contain derivative card data '{dataName}'.");
return null;
}
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/// <summary>选中目标时触发的效果(在逻辑组件的 Targeting 之前执行)。</summary>
public virtual void TargetingEffect(CharacterBase target) { }
/// <summary>取消选中目标时触发的效果(在逻辑组件的 Untargeting 之前执行)。</summary>
public virtual void UntargetingEffect() { }
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}
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/// <summary>卡牌逻辑组件基类。</summary>
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public abstract class CardLogicComponentBase
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{
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protected CardLogicBase mainLogic;
protected CardInstance card => mainLogic.card;
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protected CharacterBase user => card.user;
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protected CombatTeam usingTeam => card.usingTeam;
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public virtual void Initialize(CardLogicBase card)
{
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this.mainLogic = card;
this.card.eventSubmodule.onTargeting += TargetingEffect;
this.card.eventSubmodule.onUntargeting += UntargetingEffect;
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}
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protected virtual void TargetingEffect(CharacterBase target) { }
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protected virtual void UntargetingEffect() { }
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}
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}