继续搞点新机制
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using Continentis.MainGame;
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using Continentis.MainGame.Character;
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using UnityEngine;
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namespace Continentis.Mods.Basic.Buffs
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{
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public class Protecting : CharacterCombatBuffBase
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{
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public CharacterBase target;
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public Protected protectedBuff;
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public Protecting(CharacterBase target, int actionCount, Protected protectedBuff = null)
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{
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Initialize(BuffType.Neutral, BuffDispelLevel.DeathOnly, 100);
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this.target = target;
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this.protectedBuff = protectedBuff;
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if (this.protectedBuff == null)
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{
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Debug.LogError("Protecting buff requires a Protected buff on the target.");
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}
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this.contentSubmodule = new ContentSubmodule(this)
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.AddParameterGetter("Count", () => combatRoundTimeSubmodule.remainingCount.ToString())
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.AddParameterGetter("Target", () => target.data.displayName);//TODO: 以后增加角色的ContentSubmodule
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this.iconSubmodule = new IconSubmodule(this).SetTextFunctions("Count");
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this.combatRoundTimeSubmodule = new CountSubmodule(this, actionCount);
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this.eventSubmodule = new EventSubmodule(this);
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}
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public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
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{
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this.protectedBuff ??= target.combatBuffSubmodule.GetBuff<Protected>(attachedCharacter.elementID.ToString());
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this.protectedBuff.protectingBuff = this;
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MainGameManager.Instance.basePrefabs.GenerateInfoText(contentSubmodule.displayName, attachedCharacter.characterView);
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if (FindExistingSameBuff(out existingBuff))
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{
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return true; //独立处理,直接返回true
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}
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return true;
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}
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public override void OnBuffRemove()
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{
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base.OnBuffRemove();
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protectedBuff?.OnBuffRemove();
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}
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}
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}
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