整合SLSUtilities

This commit is contained in:
SoulliesOfficial
2026-01-17 11:35:49 -05:00
parent d94241f36c
commit 7ee2894a63
1338 changed files with 3051541 additions and 507034 deletions

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Cielonos.MainGame.Characters;
using UniRx;
using UnityEngine;
@@ -8,130 +9,41 @@ namespace Cielonos.MainGame.Inventory
{
public partial class ComboSubmodule : SubmoduleBase<ItemBase>
{
private IDisposable comboTimer;
private IDisposable suspender;
private float defaultDisappearTime;
public ComboTree comboTree;
public Dictionary<string, ComboTree> comboTrees;
public ComboTree main => comboTrees["Main"];
public ComboTree this[string name] => comboTrees[name];
public ComboSubmodule(ItemBase owner, ComboData asset) : base(owner)
{
this.defaultDisappearTime = asset.defaultDisappearTime;
this.comboTree = asset.tree.ToRuntime();
this.comboTree.Reset();
}
public ComboSubmodule(ItemBase owner, float disappearTime) : base(owner)
{
this.defaultDisappearTime = disappearTime;
this.comboTree = new ComboTree();
this.comboTree.AddNode(0, "Root");
this.comboTree.Reset();
}
/// <summary>
/// 设置连击计时器,在指定时间后重置连击树
/// </summary>
/// <param name="disappearTime">连击计时器持续时间若小于等于0则使用默认时间</param>
public void Setup(float disappearTime = -1)
{
disappearTime = disappearTime <= 0 ? defaultDisappearTime : disappearTime;
comboTimer = owner.player.selfTimeSm.AddLocalTimer(disappearTime, () => comboTree.Reset());
}
/// <summary>
/// 暂停连击计时器,在指定时间后继续重新设置连击计时器
/// </summary>
public void SuspendThenSetup(float duration)
{
comboTimer?.Dispose();
suspender?.Dispose();
suspender = owner.player.selfTimeSm.AddLocalTimer(duration, () => Setup());
}
/// <summary>
/// 获取当前连招节点的引用名称
/// </summary>
public string GetCurrentNodeName()
{
return comboTree.currentNode.referenceName;
}
/// <summary>
/// 根据操作指令进入下一个连招节点
/// </summary>
/// <param name="operation">操作指令字符串,例如"L""R"</param>
/// <param name="autoReset">若无法进入下一个节点,是否返回首个节点</param>
/// <returns>是否成功进入下一个节点</returns>
public bool NextCombo(string operation, bool autoReset = true)
{
if (comboTree.currentNode.branches.Count == 0)
this.comboTrees = new Dictionary<string, ComboTree>();
foreach (KeyValuePair<string, ComboTreeData> treeData in asset.comboTrees)
{
comboTree.Reset();
comboTrees[treeData.Key] = treeData.Value.ToRuntime(this);
comboTrees[treeData.Key].Reset();
}
foreach (var branch in comboTree.currentNode.branches.Where(branch => branch.operation == operation))
{
comboTree.lastNode = comboTree.currentNode;
comboTree.currentNode = comboTree.nodes[branch.nextNodeIndex];
return true;
}
if (autoReset)
{
comboTree.Reset();
NextCombo(operation);
}
return false;
}
/// <summary>
/// 直接设置连招节点
/// </summary>
/// <param name="index">节点索引</param>
public void SetCombo(int index)
{
comboTree.lastNode = comboTree.currentNode;
comboTree.currentNode = comboTree.nodes[index];
}
/// <summary>
/// 直接设置连招节点
/// </summary>
/// <param name="refName">节点引用名称</param>
public void SetCombo(string refName)
{
comboTree.lastNode = comboTree.currentNode;
comboTree.currentNode = comboTree.nodes.Find(x => x.referenceName == refName);
}
/// <summary>
/// 回退到上一个连招节点
/// </summary>
public void RevertCombo()
{
comboTree.currentNode = comboTree.lastNode;
}
/// <summary>
/// 重置连招树到初始节点
/// </summary>
public void ResetCombo()
{
comboTree.Reset();
}
}
public partial class ComboSubmodule
{
[Serializable]
public class ComboTree
public partial class ComboTree : SubmoduleBase<ComboSubmodule>
{
public List<Node> nodes = new();
private Player player => owner.owner.player;
private IDisposable comboTimer;
private IDisposable suspender;
private float resetTime;
public List<Node> nodes;
public Node lastNode;
public Node currentNode;
public ComboTree(ComboSubmodule owner, float resetTime) : base(owner)
{
this.resetTime = resetTime;
this.nodes = new List<Node>();
}
public void AddNode(int index, string referenceName)
{
nodes.Add(new Node(index, referenceName));
@@ -152,7 +64,112 @@ namespace Cielonos.MainGame.Inventory
{
currentNode = nodes[0];
}
}
public partial class ComboTree
{
/// <summary>
/// 设置连击计时器,在指定时间后重置连击树
/// </summary>
/// <param name="overrideResetTime">连击计时器持续时间若小于等于0则使用默认时间</param>
public void Setup(float overrideResetTime = -1)
{
overrideResetTime = overrideResetTime <= 0 ? resetTime : overrideResetTime;
comboTimer = player.selfTimeSm.AddLocalTimer(overrideResetTime, Reset);
}
/// <summary>
/// 暂停连击计时器,在指定时间后继续重新设置连击计时器
/// </summary>
public void SuspendThenSetup(float duration)
{
comboTimer?.Dispose();
suspender?.Dispose();
suspender = player.selfTimeSm.AddLocalTimer(duration, () => Setup());
}
/// <summary>
/// 获取当前连招节点的引用名称
/// </summary>
public string GetCurrentNodeName()
{
return currentNode.referenceName;
}
/// <summary>
/// 获取当前连招节点的下一个节点的引用名称,如果没有符合条件的下一个节点,则返回首个节点的引用名称
/// </summary>
public string GetNextNodeName(string operation)
{
foreach (var branch in currentNode.branches.Where(branch => branch.operation == operation))
{
return nodes[branch.nextNodeIndex].referenceName;
}
return nodes[0].branches.Where(branch => branch.operation == operation)
.Select(branch => nodes[branch.nextNodeIndex].referenceName).FirstOrDefault();
}
/// <summary>
/// 根据操作指令进入下一个连招节点
/// </summary>
/// <param name="operation">操作指令字符串,例如"L""R"</param>
/// <param name="autoReset">若无法进入下一个节点,是否返回首个节点</param>
/// <returns>是否成功进入下一个节点</returns>
public bool NextCombo(string operation, bool autoReset = true)
{
if (currentNode.branches.Count == 0)
{
Reset();
}
foreach (var branch in currentNode.branches.Where(branch => branch.operation == operation))
{
lastNode = currentNode;
currentNode = nodes[branch.nextNodeIndex];
return true;
}
if (autoReset)
{
Reset();
NextCombo(operation);
}
return false;
}
/// <summary>
/// 直接设置连招节点
/// </summary>
/// <param name="index">节点索引</param>
public void SetCombo(int index)
{
lastNode = currentNode;
currentNode = nodes[index];
}
/// <summary>
/// 直接设置连招节点
/// </summary>
/// <param name="refName">节点引用名称</param>
public void SetCombo(string refName)
{
lastNode = currentNode;
currentNode = nodes.Find(x => x.referenceName == refName);
}
/// <summary>
/// 回退到上一个连招节点
/// </summary>
public void RevertCombo()
{
currentNode = lastNode;
}
}
public partial class ComboTree
{
[Serializable]
public class Node
{

View File

@@ -78,7 +78,7 @@ namespace Cielonos.MainGame.Inventory
private void ConsumeEnergy()
{
character.attributeSm["Energy"] -= data.energyCost;
character.eventSm.onUseEnergy.Invoke(character, data.energyCost);
character.eventSm.onEnergyChanged.Invoke(character, data.energyCost);
}
}
}