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Continentis/Assets/Scripts/MainGame/Buff/BuffBase.cs

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using System;
using System.Collections.Generic;
using System.Linq;
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using SLSFramework.General;
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using UnityEngine;
namespace Continentis.MainGame
{
public enum BuffDispelLevel
{
Basic = 0, //弱驱散
Strong = 10, //强驱散
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DeathOnly = 20, //不可驱散(死亡除外)
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Undispellable = 100 //不可驱散(包括死亡)
}
public enum BuffType
{
Positive,
Negative,
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Neutral,
Focusing
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}
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public abstract partial class BuffBase<T> : IPrioritized
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{
public string identification;
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public BuffType buffType;
public BuffDispelLevel dispelThreshold;
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public ContentSubmodule contentSubmodule;
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public int Priority { get; private set; }
protected void Initialize(BuffType buffType, BuffDispelLevel dispelThreshold, int priority = 0)
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{
this.buffType = buffType;
this.dispelThreshold = dispelThreshold;
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this.Priority = priority + (buffType == BuffType.Focusing ? 10000 : 0);
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}
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protected void SetIdentification(string id)
{
this.identification = id;
}
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}
public partial class BuffBase<T>
{
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protected bool FindExistingSameBuff<T1, T2>(out T2 existingBuff, List<T1> buffList) where T1 : BuffBase<T> where T2 : BuffBase<T>
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{
existingBuff = null;
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Debug.Log($"Searching for existing buff of type: {this.GetType()} in buff list of count: {buffList.Count}");
foreach (T1 buff in buffList)
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{
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Debug.Log($"existing buff type: {buff.GetType().AssemblyQualifiedName}, this buff type: {this.GetType().AssemblyQualifiedName}");
if (buff.GetType() == this.GetType())
{
Debug.Log("Found existing buff of the same type.");
existingBuff = buff as T2;
Debug.Log(existingBuff == null);
return true;
}
else
{
Debug.Log("Buff types do not match.");
}
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}
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return false;
}
public abstract void Apply(T attached);
public abstract void Remove();
public abstract void UntriggerRemove();
public virtual void Dispel(BuffDispelLevel dispelLevel)
{
if (CanBeDispelled(dispelLevel))
{
OnBuffDispel();
Remove();
}
}
}
public partial class BuffBase<T>
{
//Buff生命周期函数
/// <summary>
/// Buff被尝试添加到角色时调用。
/// </summary>
public virtual bool OnBuffApply(out BuffBase<T> existingBuff)
{
throw new System.NotImplementedException(); //需要在子类中实现
}
/// <summary>
/// Buff首次成功添加到角色后调用。在OnBuffApply完成且返回true之后调用。
/// 如果Buff在被添加时发现已有同类Buff存在则不会调用此函数。
/// </summary>
public virtual void OnAfterFirstApply()
{
}
/// <summary>
/// Buff被驱散移除时调用在OnBuffRemove之前调用。
/// </summary>
public virtual void OnBuffDispel()
{
}
/// <summary>
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/// Buff被正常移除包括驱散时调用。在Buff生命周期结束时调用。
/// UntriggerRemove不会调用此函数。但是UntriggerRemove通常情况下绝不会被调用。
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/// </summary>
public virtual void OnBuffRemove()
{
}
}
public partial class BuffBase<T>
{
/// <summary>
/// 判断该Buff能否被指定驱散等级的驱散效果驱散。
/// </summary>
protected bool CanBeDispelled(BuffDispelLevel dispelLevel)
{
return dispelLevel >= dispelThreshold;
}
}
}