卡牌更新

This commit is contained in:
SoulliesOfficial
2026-04-08 04:48:35 -04:00
parent c3b1561375
commit dd2657573a
242 changed files with 1950 additions and 926 deletions

View File

@@ -61,8 +61,8 @@ namespace Continentis.MainGame.Card
public void SetVariableAttribute(string attributeName, int baseOffset, bool additive = false,
int originalValue = 0)
{
var baseName = "Base" + attributeName;
var baseOffsetName = baseName + "Offset";
var baseName = "Base_" + attributeName;
var baseOffsetName = "Base_" + attributeName + "_Offset";
if (!additive) originalValue = GetAttribute(baseName);

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@@ -4,6 +4,7 @@
/// 基于 EditorBaseCollection 自动生成的卡牌属性常量字典。
/// 包含所有配置的 Key以防止手写出现 Typo。
/// </summary>
[GameAttributeCollection]
public static class CardAttributes
{
/// <summary> 体力值消耗 </summary>

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@@ -17,16 +17,19 @@
/// <summary> 可选目标为全体角色 </summary>
public const string TargetAll = "TargetAll";
/// <summary> 多目标选择时允许复选 </summary>
public const string AllowDuplicateTargets = "AllowDuplicateTargets";
/// <summary> 物理 </summary>
public const string Physics = "Physics";
/// <summary> 多目标选择时允许复选 </summary>
public const string AllowDuplicateTargets = "AllowDuplicateTargets";
/// <summary> 随机目标 </summary>
public const string RandomTarget = "RandomTarget";
/// <summary> 魔法 </summary>
public const string Magic = "Magic";
/// <summary> 物理 </summary>
public const string Physics = "Physics";
/// <summary> 风 </summary>
public const string Wind = "Wind";
@@ -48,29 +51,11 @@
/// <summary> 暗 </summary>
public const string Darkness = "Darkness";
/// <summary> 打击(力量) </summary>
public const string Strike = "Strike";
/// <summary> </summary>
public const string Poison = "Poison";
/// <summary> 突刺(敏捷) </summary>
public const string Prick = "Prick";
/// <summary> 斩击(力量&敏捷) </summary>
public const string Slash = "Slash";
/// <summary> 奥术(智力) </summary>
public const string Arcane = "Arcane";
/// <summary> 邪术(魅力) </summary>
public const string Sorcery = "Sorcery";
/// <summary> 迅捷(敏捷) </summary>
public const string Swiftness = "Swiftness";
/// <summary> 坚韧(体质) </summary>
public const string Fortitude = "Fortitude";
/// <summary> 预判(感知) </summary>
public const string Prediction = "Prediction";
/// <summary> 灵能 </summary>
public const string Psionics = "Psionics";
/// <summary> 消耗(打出后移至消耗堆) </summary>
public const string Exhaust = "Exhaust";
@@ -101,5 +86,17 @@
/// <summary> 先决(在手牌中时,必须先打出此牌) </summary>
public const string Prerequisite = "Prerequisite";
/// <summary> 弱驱散 </summary>
public const string BasicDispel = "BasicDispel";
/// <summary> 强驱散 </summary>
public const string StrongDispel = "StrongDispel";
/// <summary> 穿透(无视格挡) </summary>
public const string Penetration = "Penetration";
/// <summary> 必中(无视闪避) </summary>
public const string GuaranteedHit = "GuaranteedHit";
}
}

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@@ -30,16 +30,16 @@ namespace Continentis.MainGame.Card
foreach (KeyValuePair<string, float> attribute in cardData.variableAttributes)
{
string baseName = "Base" + attribute.Key;
string baseName = "Base_" + attribute.Key;
originalAttributes.Add(baseName, attribute.Value);
string mainName = attribute.Key;
endowingAttributes.Add(mainName, baseName);
string baseOffset = "Base" + attribute.Key + "Offset";
string baseOffset = "Base_" + attribute.Key + "_Offset";
endowingAttributes.Add(baseOffset, "0");
string displayName = "Display" + attribute.Key;
string displayName = "Display_" + attribute.Key;
endowingAttributes.Add(displayName, baseName);
}
@@ -64,7 +64,7 @@ namespace Continentis.MainGame.Card
float final_pAccumulation = cha_pAccumulation + card_pAccumulation;
float final_pMultiplication = cha_pMultiplication * card_pMultiplication;
attributeGroup.ModifyAttribute(attributeName, final_numeric, final_pAccumulation, final_pMultiplication);
string displayAttributeName = "Display" + attributeName;
string displayAttributeName = "Display_" + attributeName;
if(attributeGroup.current.ContainsKey(displayAttributeName))
{
attributeGroup.SetAttribute(displayAttributeName, attributeGroup.current[attributeName]);
@@ -87,7 +87,7 @@ namespace Continentis.MainGame.Card
{
owner.combatBuffSubmodule.GetAttributeChange(attributeName, out float numeric, out float pAccumulation, out float pMultiplication);
attributeGroup.ModifyAttribute(attributeName, numeric, pAccumulation, pMultiplication);
string displayAttributeName = "Display" + attributeName;
string displayAttributeName = "Display_" + attributeName;
if(attributeGroup.current.ContainsKey(displayAttributeName))
{
attributeGroup.SetAttribute(displayAttributeName, attributeGroup.current[attributeName]);

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@@ -107,9 +107,9 @@ namespace Continentis.MainGame.Card
int targetCount = card.attributeSubmodule.targetCount;
if (targetCount > 1)
if (targetCount > 1 && !card.HasKeyword(CardKeywords.RandomTarget))
{
// 多目标模式:先执行通用的可打出校验
// 多目标手动选择模式:先执行通用的可打出校验
if (!CheckCanStartPlay())
{
ResetSelectionState();
@@ -255,7 +255,8 @@ namespace Continentis.MainGame.Card
CombatUIManager.Instance.arrowsPage.otherPointerArrows.ForEach(arrow => { arrow.gameObject.SetActive(false); });
}
}
else if (card.attributeSubmodule.targetCount == 0)
else if (card.attributeSubmodule.targetCount == 0
|| card.HasKeyword(CardKeywords.RandomTarget))
{
Vector3 cardPosition = SpaceConverter.ScreenPointToUIPoint(arrowCanvasRect, eventData.position, uiCamera);
cardTransform.position = cardPosition;
@@ -289,7 +290,7 @@ namespace Continentis.MainGame.Card
if (!CheckCanStartPlay()) return;
if (!card.HasKeyword("TargetSelf"))
if (!card.HasKeyword("TargetSelf") && !card.HasKeyword(CardKeywords.RandomTarget))
{
if (!validTargets.Contains(hoveringCharacter))
{
@@ -320,6 +321,10 @@ namespace Continentis.MainGame.Card
{
targetList.AddRange(validTargets);
}
else if (card.HasKeyword(CardKeywords.RandomTarget))
{
targetList.AddRange(card.SetRandomTargets(validTargets));
}
else if (card.HasKeyword("TargetSelf") && card.attributeSubmodule.targetCount == 0)
{
targetList.Add(card.user);

View File

@@ -205,6 +205,54 @@ namespace Continentis.MainGame.Card
}
[BoxGroup("Fundamental")]
[PropertyOrder(6)]
[Button("📄 打开逻辑脚本", ButtonSizes.Medium)]
[GUIColor(1f, 0.92f, 0.6f)]
[ShowIf("@!string.IsNullOrEmpty(className)")]
private void OpenCardLogicScript()
{
if (string.IsNullOrEmpty(className))
{
Debug.LogWarning("[CardData] 尚未选择逻辑类,无法打开对应脚本。");
return;
}
// 根据 modName / categoryName / className 拼接可能的文件路径
// 路径格式: Assets/Mods/{modName}/Cards/Scripts/{categoryName}/{className}.cs
// | Assets/Mods/{modName}/Cards/Scripts/{className}.cs (无分类时)
var candidatePaths = new List<string>();
if (!string.IsNullOrEmpty(categoryName))
candidatePaths.Add($"Assets/Mods/{modName}/Cards/Scripts/{categoryName}/{className}.cs");
candidatePaths.Add($"Assets/Mods/{modName}/Cards/Scripts/{className}.cs");
// 在全项目中也搜一遍(应对目录结构不规范的情况)
string[] guids = AssetDatabase.FindAssets($"{className} t:MonoScript");
foreach (string guid in guids)
{
string p = AssetDatabase.GUIDToAssetPath(guid);
if (Path.GetFileNameWithoutExtension(p) == className)
candidatePaths.Add(p);
}
foreach (string path in candidatePaths)
{
var script = AssetDatabase.LoadAssetAtPath<UnityEditor.MonoScript>(path);
if (script != null)
{
AssetDatabase.OpenAsset(script);
EditorGUIUtility.PingObject(script);
Debug.Log($"[CardData] 已打开逻辑脚本:{path}");
return;
}
}
Debug.LogError($"[CardData] 未找到逻辑类 '{className}' 对应的脚本文件。\n" +
$"已搜索路径:\n{string.Join("\n", candidatePaths)}");
}
[BoxGroup("Display")]
[PropertyOrder(11)]
[Button("✨ 预览卡牌效果", ButtonSizes.Medium)]

View File

@@ -9,12 +9,12 @@ namespace Continentis.MainGame.Card
{
protected override void TargetingEffect(CharacterBase target)
{
card.SetAttribute("DisplayDamage", mainLogic.GetTargetedFinalDamage(target));
card.SetAttribute("Display_Damage", mainLogic.GetTargetedFinalDamage(target));
}
protected override void UntargetingEffect()
{
card.SetAttribute("DisplayDamage", mainLogic.GetNoTargetFinalDamage());
card.SetAttribute("Display_Damage", mainLogic.GetNoTargetFinalDamage());
}
/// <summary>
@@ -38,48 +38,20 @@ namespace Continentis.MainGame.Card
}
/// <summary>
/// 斩击伤害计算,伤害=基础伤害+(力量加成+敏捷加成)/2
/// 物理伤害计算,伤害=基础伤害+物理伤害加成
/// </summary>
public void SetDamage_Slash(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
public void SetDamage_Physics(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
{
float rawDamageOffsetFromStrength = user.GetRawAttribute("OffsetFromStrength");
float rawDamageOffsetFromAgility = user.GetRawAttribute("OffsetFromAgility");
SetDamage(Mathf.RoundToInt((rawDamageOffsetFromStrength + rawDamageOffsetFromAgility) / 2f), damageAttributeName, additive, originalDamage);
}
/// <summary>
/// 打击伤害计算,伤害=基础伤害+力量加成
/// </summary>
public void SetDamage_Strike(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
{
int damageOffset = user.GetAttribute("OffsetFromStrength");
SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
}
/// <summary>
/// 突刺伤害计算,伤害=基础伤害+敏捷加成
/// </summary>
public void SetDamage_Prick(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
{
int damageOffset = user.GetAttribute("OffsetFromAgility");
int damageOffset = user.GetAttribute("PhysicsDamageDealtOffset");
SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
}
/// <summary>
/// 奥术伤害计算,伤害=基础伤害+智力加成
/// 魔法伤害计算,伤害=基础伤害+魔法伤害加成
/// </summary>
public void SetDamage_Arcane(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
public void SetDamage_Magic(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
{
int damageOffset = user.GetAttribute("OffsetFromIntelligence");
SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
}
/// <summary>
/// 契术伤害计算,伤害=基础伤害+魅力加成
/// </summary>
public void SetDamage_Sorcery(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
{
int damageOffset = user.GetAttribute("OffsetFromCharisma");
int damageOffset = user.GetAttribute("MagicDamageDealtOffset");
SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
}
}

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@@ -10,15 +10,15 @@ namespace Continentis.MainGame.Card
{
if (card.HasAttribute("Block"))
{
card.SetAttribute("DisplayBlock", card.GetAttribute("Block"));
card.SetAttribute("Display_Block", card.GetAttribute("Block"));
}
else if(card.HasAttribute("Dodge"))
{
card.SetAttribute("DisplayDodge", card.GetAttribute("Dodge"));
card.SetAttribute("Display_Dodge", card.GetAttribute("Dodge"));
}
else if(card.HasAttribute("TemporaryHealth"))
{
card.SetAttribute("DisplayTemporaryHealth", card.GetAttribute("TemporaryHealth"));
card.SetAttribute("Display_TemporaryHealth", card.GetAttribute("TemporaryHealth"));
}
}
@@ -26,79 +26,34 @@ namespace Continentis.MainGame.Card
{
if (card.HasAttribute("Block"))
{
card.SetAttribute("DisplayBlock", card.GetAttribute("Block"));
card.SetAttribute("Display_Block", card.GetAttribute("Block"));
}
else if(card.HasAttribute("Dodge"))
{
card.SetAttribute("DisplayDodge", card.GetAttribute("Dodge"));
card.SetAttribute("Display_Dodge", card.GetAttribute("Dodge"));
}
else if(card.HasAttribute("TemporaryHealth"))
{
card.SetAttribute("DisplayTemporaryHealth", card.GetAttribute("TemporaryHealth"));
card.SetAttribute("Display_TemporaryHealth", card.GetAttribute("TemporaryHealth"));
}
}
/// <summary>
/// 设置格挡值,默认由体质加成
/// 设置格挡值,加成来自 BlockGainOffset
/// </summary>
public void SetBlock_Fortitude(bool additive = false, int originalBlock = 0)
public void SetBlock(bool additive = false, int originalBlock = 0)
{
int blockOffsetFromPhysique = user.GetAttribute("OffsetFromPhysique");
card.SetVariableAttribute("Block", blockOffsetFromPhysique, additive, originalBlock);
int blockOffset = user.GetAttribute("BlockGainOffset");
card.SetVariableAttribute("Block", blockOffset, additive, originalBlock);
}
/// <summary>
/// 设置格挡值,由智力加成
/// 设置闪避值,加成来自 DodgeGainOffset
/// </summary>
public void SetBlock_Arcane(bool additive = false, int originalBlock = 0)
public void SetDodge(bool additive = false, int originalDodge = 0)
{
int blockOffsetFromIntelligence = user.GetAttribute("OffsetFromIntelligence");
card.SetVariableAttribute("Block", blockOffsetFromIntelligence, additive, originalBlock);
}
/// <summary>
/// 设置格挡值,由魅力加成
/// </summary>
public void SetBlock_Sorcery(bool additive = false, int originalBlock = 0)
{
int blockOffsetFromCharisma = user.GetAttribute("OffsetFromCharisma");
card.SetVariableAttribute("Block", blockOffsetFromCharisma, additive, originalBlock);
}
/// <summary>
/// 设置闪避值,由敏捷加成
/// </summary>
public void SetDodge_Swiftness(bool additive = false, int originalDodge = 0)
{
int dodgeOffsetFromAgility = user.GetAttribute("OffsetFromAgility");
card.SetVariableAttribute("Dodge", dodgeOffsetFromAgility, additive, originalDodge);
}
/// <summary>
/// 设置闪避值,由智力加成
/// </summary>
public void SetDodge_Arcane(bool additive = false, int originalDodge = 0)
{
int dodgeOffsetFromIntelligence = user.GetAttribute("OffsetFromIntelligence");
card.SetVariableAttribute("Dodge", dodgeOffsetFromIntelligence, additive, originalDodge);
}
/// <summary>
/// 设置闪避值,由魅力加成
/// </summary>
public void SetDodge_Sorcery(bool additive = false, int originalDodge = 0)
{
int dodgeOffsetFromCharisma = user.GetAttribute("OffsetFromCharisma");
card.SetVariableAttribute("Dodge", dodgeOffsetFromCharisma, additive, originalDodge);
}
/// <summary>
/// 设置闪避值,由感知加成
/// </summary>
public void SetDodge_Prediction(bool additive = false, int originalDodge = 0)
{
int dodgeOffsetFromPrediction = user.GetAttribute("OffsetFromPerception");
card.SetVariableAttribute("Dodge", dodgeOffsetFromPrediction, additive, originalDodge);
int dodgeOffset = user.GetAttribute("DodgeGainOffset");
card.SetVariableAttribute("Dodge", dodgeOffset, additive, originalDodge);
}
/// <summary>

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@@ -7,12 +7,12 @@ namespace Continentis.MainGame.Card
{
protected override void TargetingEffect(CharacterBase target)
{
card.SetAttribute("DisplayLifeStealPercent", GetLifeStealPercent());
card.SetAttribute("Display_LifeStealPercent", GetLifeStealPercent());
}
protected override void UntargetingEffect()
{
card.SetAttribute("DisplayLifeStealPercent", card.GetRawAttribute("LifeStealPercent"));
card.SetAttribute("Display_LifeStealPercent", card.GetRawAttribute("LifeStealPercent"));
}
public float GetLifeStealPercent()

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@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.Commands;
@@ -10,6 +11,7 @@ namespace Continentis.MainGame.Card
public class CardLogicComponent_SelectCustomCards : CardLogicComponentBase
{
public List<CardInstance> selectedCards;
public Action<CardInstance> selectEffect;
/// <summary>
/// 添加选择手牌的指令
@@ -24,24 +26,16 @@ namespace Continentis.MainGame.Card
selectedCards = new List<CardInstance>();
CustomCardSelectionInterface customCardSelector = CombatUIManager.Instance.combatMainPage.customCardSelector;
commandGroup.AddCommand(new Cmd_Function(() =>
commandGroup.AddCommand(Cmd.Do(() =>
{
customCardSelector.Setup(title, mainLogic.card, cardsToSelect, maxSelection, forceMax);
}));
commandGroup.AddCommand(new Cmd_WaitForUI(customCardSelector));
commandGroup.AddCommand(new Cmd_Function(() =>
commandGroup.AddCommand(Cmd.Do(() =>
{
selectedCards = customCardSelector.selectedCards.ToList();
selectedCards.ForEach(SelectEffect);
selectedCards.ForEach(selectEffect);
}));
}
/// <summary>
/// 卡牌被选择后的效果
/// </summary>
public void SelectEffect(CardInstance card)
{
}
}
}

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@@ -41,7 +41,7 @@ namespace Continentis.MainGame.Card
selectedCards = new List<CardInstance>();
HandCardSelectionInterface handCardSelector = CombatUIManager.Instance.combatMainPage.handCardSelector;
commandGroup.AddCommand(new Cmd_Function(() =>
commandGroup.AddCommand(Cmd.Do(() =>
{
handCardSelector.Setup(title, mainLogic.card, maxSelection, selectCondition, forceMax);
if (!includeTeam)
@@ -51,7 +51,7 @@ namespace Continentis.MainGame.Card
}
}));
commandGroup.AddCommand(new Cmd_WaitForUI(handCardSelector));
commandGroup.AddCommand(new Cmd_Function(() =>
commandGroup.AddCommand(Cmd.Do(() =>
{
selectedCards = handCardSelector.selectedCards.ToList();
selectedCards.ForEach(selectEffect);