This commit is contained in:
SoulliesOfficial
2025-10-24 09:11:22 -04:00
parent 61a397dd4c
commit 76157e3cb1
329 changed files with 8609 additions and 4549 deletions

View File

@@ -66,7 +66,7 @@ namespace Continentis.MainGame.Character
this.team = null;
break;
}
attributeSubmodule = new AttributeSubmodule(this);
equipmentSubmodule = new EquipmentSubmodule(this);
eventSubmodule = new EventSubmodule(this);

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@@ -1,11 +1,13 @@
using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.Card;
using Continentis.MainGame.UI;
using SLSFramework.General;
using UnityEngine;
namespace Continentis.MainGame.Character
{
public abstract partial class CombatBuffBase : CharacterBuffBase
public abstract partial class CharacterCombatBuffBase : CharacterBuffBase
{
public CardLogicBase sourceCard;
@@ -19,31 +21,32 @@ namespace Continentis.MainGame.Character
public StatusSubmodule statusSubmodule;
}
public partial class CombatBuffBase
public partial class CharacterCombatBuffBase
{
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");
}
public virtual bool OnBuffApply(out CombatBuffBase existingBuff)
public virtual bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
throw new System.NotImplementedException(); //需要在子类中实现
}
public override void OnAfterFirstApply()
{
statusSubmodule?.AddStatus();
}
public override void OnBuffRemove()
{
RefreshAttributes();
statusSubmodule?.RemoveStatus();
iconSubmodule?.Remove();
}
}
public partial class CombatBuffBase
public partial class CharacterCombatBuffBase
{
protected bool FindExistingSameBuff<T>(out T existingBuff) where T : CharacterBuffBase
{
@@ -61,9 +64,9 @@ namespace Continentis.MainGame.Character
this.sourceCharacter = sourceCharacter;
this.sourceCard = sourceCard;
if (OnBuffApply(out CombatBuffBase existingBuff))
if (OnBuffApply(out CharacterCombatBuffBase existingBuff))
{
this.attachedCharacter.combatBuffSubmodule.buffList.Add(this);
this.attachedCharacter.combatBuffSubmodule.buffList.AddByPriority(this);
OnAfterFirstApply();
@@ -92,9 +95,44 @@ namespace Continentis.MainGame.Character
{
this.attachedCharacter.combatBuffSubmodule.buffList.Remove(this);
}
/// <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;
}
}
public partial class CombatBuffBase
public partial class CharacterCombatBuffBase
{
private void RefreshAttributes()
{

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@@ -15,14 +15,14 @@ namespace Continentis.MainGame.Character
foreach (string cardDataID in data.initialDeckRef)
{
ModManager.GetData<CardData>(cardDataID).GenerateCardInstance(this, initialPile);
CardInstance.GenerateCardInstance(ModManager.GetData<CardData>(cardDataID), this, initialPile);
}
foreach (EquipmentBase equipment in equipmentSubmodule.currentEquipments)
{
foreach (string cardDataID in equipment.equipmentData.belongingCardDataRefs)
{
ModManager.GetData<CardData>(cardDataID).GenerateCardInstance(this, initialPile);
CardInstance.GenerateCardInstance(ModManager.GetData<CardData>(cardDataID), this, initialPile);
}
}
}
@@ -224,16 +224,24 @@ namespace Continentis.MainGame.Character
/// <summary>
/// 添加格挡(格挡每回合结束后会清空)
/// </summary>
public void AddBlock(int baseBlock, CharacterBase target = null)
public void AddBlock(int baseBlock, bool applyOffsetAndModifier = true, CharacterBase target = null)
{
int baseBlockAfterOffset = baseBlock + GetAttribute("BlockGainOffset");
int finalBlock = Mathf.RoundToInt(baseBlockAfterOffset * GetRawAttribute("BlockGainMultiplier", 1));
target ??= this;
target.ModifyAttribute("Block", finalBlock);
if (!applyOffsetAndModifier)
{
target.ModifyAttribute("Block", baseBlock);
}
else
{
int baseBlockAfterOffset = baseBlock + GetAttribute("BlockGainOffset");
int finalBlock = Mathf.RoundToInt(baseBlockAfterOffset * GetRawAttribute("BlockGainMultiplier", 1));
target.ModifyAttribute("Block", finalBlock);
}
target.characterView.hudContainer.UpdateAllHUD();
}
/// <summary>
/// 添加闪避(闪避在回合结束后或被击中后清空)
/// </summary>

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@@ -8,22 +8,22 @@ namespace Continentis.MainGame.Character
{
public partial class CombatBuffSubmodule : SubmoduleBase<CharacterBase>
{
public List<CombatBuffBase> buffList;
public List<CharacterCombatBuffBase> buffList;
public CombatBuffSubmodule(CharacterBase character) : base(character)
{
buffList = new List<CombatBuffBase>();
buffList = new List<CharacterCombatBuffBase>();
}
}
public partial class CombatBuffSubmodule
{
public T GetBuff<T>() where T : CombatBuffBase
public T GetBuff<T>() where T : CharacterCombatBuffBase
{
return (T)buffList.Find(x => x.GetType() == typeof(T));
}
public bool HasBuff<T>() where T : CombatBuffBase
public bool HasBuff<T>() where T : CharacterCombatBuffBase
{
return buffList.Exists(x => x.GetType() == typeof(T));
}

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@@ -41,8 +41,17 @@ namespace Continentis.MainGame.Character
ExhaustPile.ForEach(c=>c.GenerateHandCardView(CombatUIManager.Instance.combatMainPage.exhaustPile));
}
public void DrawCards(int cardCount, float interval)
/// <summary>
/// 抽取指定数量的卡牌,返回一个包含抽牌指令的指令组。
/// </summary>
public CommandGroup DrawCards(int cardCount, float interval = 0.1f)
{
if (owner.statusSubmodule.HasStatus(StatusType.Heavy)) //沉重状态无法抽牌
{
MainGameManager.GenerateInfoText("Heavy: Can not draw cards", owner.characterView);
return new CommandGroup(ExecutionMode.Sequential);
}
if (cardCount > DrawPile.Count && DiscardPile.Count > 0)
{
Debug.Log("抽牌堆牌数不足,且弃牌堆有牌,正在洗牌...");
@@ -52,12 +61,23 @@ namespace Continentis.MainGame.Character
Debug.Log($"准备抽取 {cardCount} 张卡牌。");
CommandContext context = new CommandContext();
CommandQueueManager.Instance.AddCommand(new Cmd_DrawCards(this, cardCount, interval), context);
CommandQueueManager.Instance.AddCommand(new Cmd_Function(0, () =>
{
//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 抽牌后的处理
}));
//return context.sharedInfo["DrawnCards"] as List<CardBase>;
CommandGroup drawCardsGroup = new CommandGroup(ExecutionMode.Sequential, context,
new Cmd_DrawCards(this, cardCount, interval),
new Cmd_Function(0, () =>
{
//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 抽牌后的处理
}));
return drawCardsGroup;
}
/// <summary>
/// 从指令组的上下文中获取抽到的卡牌列表。
/// </summary>
public List<CardInstance> GetDrawnCards(CommandGroup drawCardsGroup)
{
CommandContext context = drawCardsGroup.groupContext;
return context.GetInfo<List<CardInstance>>("DrawnCards");
}
public void PlayCard(CardInstance card, List<CharacterBase> targetList)

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@@ -10,6 +10,7 @@ namespace Continentis.MainGame.Character
Silence = 1, //沉默,无法使用魔法牌 (Magic)
Disarm = 2, //缴械,无法使用攻击牌 (Attack)
Inhibition = 3, //抑制,无法使用能力牌 (Ability)
Heavy = 4, //沉重,无法再抽牌
//正面状态
Invincible = 1000, //无敌

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@@ -77,7 +77,7 @@ namespace Continentis.MainGame.Character
if (_haveCustomClassProp.boolValue)
{
// 如果勾选则显示class选择器
DrawTypeSelectorGUI(_classFullNameProp, "Character Class", typeof(CharacterBase), "Continentis.Mods", ".Characters");
DrawTypeSelectorGUI(_classFullNameProp, "Character Class", typeof(CharacterBase), out _, "Continentis.Mods", ".Characters");
}
else
{