Passion & UI
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@@ -62,7 +62,14 @@ namespace Cielonos.MainGame.Inventory
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public partial class ItemBase
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{
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public bool IsUpgradable => upgradeData != null;
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/// <summary>
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/// 返回描述文本中 {key} 占位符对应的动态值字典。
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/// 子类覆写此方法以提供运行时的展示数值(如伤害、消耗、暴击率等)。
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/// 由 <see cref="UI.DisplayTextResolver"/> 在渲染描述条目时调用。
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/// </summary>
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public virtual Dictionary<string, string> GetDescriptionArgs() => null;
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public virtual void Initialize()
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{
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feedbackSc?.Initialize();
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@@ -145,7 +152,9 @@ namespace Cielonos.MainGame.Inventory
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protected bool PlayTargetedAnimation(string animationName, CharacterBase target = null,
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float adsorptionMinDistance = 1f, bool keepAdsorption = false, bool autoRotate = true,
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FuncAnimSubmodule funcAnimSm = null, float animationSpeedMultiplier = 1f,
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float transitionDuration = 0.1f, bool isNormalizedTransition = false, string comboTreeName = "Main")
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float transitionDuration = 0.1f, bool isNormalizedTransition = false,
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float normalizedStartTime = -1f,
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string comboTreeName = "Main")
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{
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funcAnimSm ??= fullBodyFuncAnimSm;
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@@ -155,7 +164,7 @@ namespace Cielonos.MainGame.Inventory
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animationSpeedMultiplier *= player.attributeSm[CharacterAttribute.AttackSpeed];
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}
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if (funcAnimSm.Play(data, animationSpeedMultiplier, transitionDuration, isNormalizedTransition))
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if (funcAnimSm.Play(data, animationSpeedMultiplier, transitionDuration, isNormalizedTransition, normalizedStartTime))
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{
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float actionCoolDownTime = funcAnimSm.currentData.Interval(IntervalType.ActionDisruption).StartTime /
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funcAnimSm.currentPlaySpeedMultiplier;
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@@ -58,6 +58,24 @@ namespace Cielonos.MainGame.Inventory
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activeAttributeSm?.RefreshAllModifiedAttributes();
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DespawnViewObjects();
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}
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/// <summary>
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/// 当该武器作为主武器切入(切换为当前手持)时调用。
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/// 用于执行切入瞬间的特有动作(如格挡、出招等)。
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/// </summary>
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public virtual void OnSwitchIn()
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{
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}
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/// <summary>
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/// 当该武器切出(换成其他主武器)时调用。
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/// 可用于在此处清理仅在切入时存在的临时状态(如临时格挡源)。
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/// </summary>
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public virtual void OnSwitchOut()
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{
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}
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}
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public partial class MainWeaponBase
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