MusicBeat

This commit is contained in:
SoulliesOfficial
2026-05-26 00:21:27 -04:00
parent 649b7a5ddc
commit b5cb6152ff
663 changed files with 534461 additions and 587 deletions

View File

@@ -16,24 +16,24 @@ namespace Cielonos.MainGame
Farthest
}
public List<CharacterBase> activeEnemiesList;
public List<Enemy> activeEnemiesList;
/// <summary>
/// 敌人从活跃列表中移除时触发(即敌人死亡/离场)。
/// 参数为被移除的敌人实例。
/// </summary>
public event Action<CharacterBase> OnEnemyRemoved;
public event Action<Enemy> OnEnemyRemoved;
public EnemySubmodule(CombatManager owner) : base(owner)
{
activeEnemiesList = new List<CharacterBase>();
activeEnemiesList = new List<Enemy>();
}
/// <summary>
/// 将敌人从活跃列表中移除并触发 OnEnemyRemoved 事件。
/// 由 Automata.Die() 调用,替代直接操作 activeEnemiesList。
/// </summary>
public void RemoveEnemy(CharacterBase enemy)
public void RemoveEnemy(Enemy enemy)
{
if (!activeEnemiesList.Remove(enemy)) return;
OnEnemyRemoved?.Invoke(enemy);
@@ -47,10 +47,10 @@ namespace Cielonos.MainGame
activeEnemiesList.Clear();
}
public List<CharacterBase> GetEnemiesInRadius(Vector3 origin, float radius, SortingType sortingType = SortingType.Nearest)
public List<Enemy> GetEnemiesInRadius(Vector3 origin, float radius, SortingType sortingType = SortingType.Nearest)
{
List<CharacterBase> enemiesInRadius = new List<CharacterBase>();
foreach (CharacterBase enemy in activeEnemiesList)
List<Enemy> enemiesInRadius = new List<Enemy>();
foreach (Enemy enemy in activeEnemiesList)
{
float enemyRadius = enemy.collisionSc.useCharacterController
? enemy.collisionSc.characterController.radius
@@ -78,12 +78,12 @@ namespace Cielonos.MainGame
/// <summary>
/// 获取所有可见敌人
/// </summary>
public List<CharacterBase> GetVisibleEnemies(float radius = 50f)
public List<Enemy> GetVisibleEnemies(float radius = 50f)
{
List<CharacterBase> result = new List<CharacterBase>();
List<CharacterBase> enemies = GetEnemiesInRadius(Player.transform.position, radius);
List<Enemy> result = new List<Enemy>();
List<Enemy> enemies = GetEnemiesInRadius(Player.transform.position, radius);
foreach (CharacterBase enemy in enemies)
foreach (Enemy enemy in enemies)
{
if (enemy == null || enemy.statusSm.isDead) continue;
@@ -104,9 +104,9 @@ namespace Cielonos.MainGame
/// <summary>
/// 获取按屏幕X坐标从左到右排序的可见敌人列表
/// </summary>
public List<CharacterBase> GetVisibleEnemiesSortedByScreenX(float radius = 50f)
public List<Enemy> GetVisibleEnemiesSortedByScreenX(float radius = 50f)
{
List<CharacterBase> visibleEnemies = GetVisibleEnemies(radius);
List<Enemy> visibleEnemies = GetVisibleEnemies(radius);
visibleEnemies.Sort((a, b) =>
{

View File

@@ -12,7 +12,7 @@ namespace Cielonos.MainGame
/// <summary>
/// 从已有的敌人列表中选取评分最高的目标。
/// </summary>
public CharacterBase GetBestEnemy(List<CharacterBase> enemies)
public Enemy GetBestEnemy(List<Enemy> enemies)
{
if (enemies.Count == 0) return null;
if (enemies.Count == 1) return enemies[0];
@@ -33,7 +33,7 @@ namespace Cielonos.MainGame
/// 从已有的敌人列表中进行评分,返回完整的评分列表(按分数从高到低)。
/// 适合后续通过 ApplyScoreModifier 施加修正。
/// </summary>
public List<TargetingScore> GetScoredEnemies(List<CharacterBase> enemies,
public List<TargetingScore> GetScoredEnemies(List<Enemy> enemies,
float radius = float.MaxValue, Transform origin = null)
{
List<TargetingScore> allScores = GetScoredEnemies(radius, origin);
@@ -55,12 +55,12 @@ namespace Cielonos.MainGame
/// 获取可被扰乱的敌人列表:
/// <para>目前获取的是当前可以受到Disruption打断且有对应Buff黄光红光等的敌人</para>
/// </summary>
public List<CharacterBase> GetDisruptableEnemies(List<CharacterBase> enemies,
public List<Enemy> GetDisruptableEnemies(List<Enemy> enemies,
Breakthrough.Type breakthroughType = Breakthrough.Type.Disruption)
{
List<CharacterBase> disruptableEnemies = new List<CharacterBase>();
List<Enemy> disruptableEnemies = new List<Enemy>();
foreach (CharacterBase enemy in enemies)
foreach (Enemy enemy in enemies)
{
bool hasBuff = enemy.buffSm.HasBuff<BreakthroughResistanceModification>();
if (!enemy.reactionSc.breakthroughResistances[breakthroughType].Value && hasBuff)

View File

@@ -15,7 +15,7 @@ namespace Cielonos.MainGame
/// </summary>
public struct TargetingScore
{
public CharacterBase target;
public Enemy target;
/// <summary>最终评分 = baseScore + bonusScore。</summary>
public float totalScore;
/// <summary>基础加权评分(由 GetScoredEnemies 计算,不受后续修正影响)。</summary>
@@ -61,7 +61,7 @@ namespace Cielonos.MainGame
origin = Player.transform;
}
List<CharacterBase> candidates = GetEnemiesInRadius(origin.position, radius);
List<Enemy> candidates = GetEnemiesInRadius(origin.position, radius);
if (candidates.Count == 0) return new List<TargetingScore>();
Camera camera = Player.viewSc.playerCamera;
@@ -111,7 +111,7 @@ namespace Cielonos.MainGame
List<TargetingScore> results = new List<TargetingScore>(candidates.Count);
foreach (CharacterBase enemy in candidates)
foreach (Enemy enemy in candidates)
{
if (enemy == null || enemy.statusSm.isDead) continue;
@@ -178,11 +178,11 @@ namespace Cielonos.MainGame
/// <summary>
/// 综合索敌的便捷方法:返回评分最高的单个敌人。
/// </summary>
public CharacterBase GetBestEnemy(float radius, Transform origin = null, Func<CharacterBase> overrideCandidate = null)
public Enemy GetBestEnemy(float radius, Transform origin = null, Func<Enemy> overrideCandidate = null)
{
if (overrideCandidate != null)
{
CharacterBase oc = overrideCandidate();
Enemy oc = overrideCandidate();
if (oc != null)
{
return oc;
@@ -196,10 +196,10 @@ namespace Cielonos.MainGame
/// <summary>
/// 综合索敌的便捷方法:返回评分前 N 的敌人列表。
/// </summary>
public List<CharacterBase> GetBestEnemies(float radius, int count, Transform origin = null)
public List<Enemy> GetBestEnemies(float radius, int count, Transform origin = null)
{
List<TargetingScore> scores = GetScoredEnemies(radius, origin);
List<CharacterBase> result = new List<CharacterBase>(Mathf.Min(count, scores.Count));
List<Enemy> result = new List<Enemy>(Mathf.Min(count, scores.Count));
for (int i = 0; i < scores.Count && i < count; i++)
{
result.Add(scores[i].target);
@@ -214,7 +214,7 @@ namespace Cielonos.MainGame
{
return GetBestEnemy(50f, null, ReturnLockon);
CharacterBase ReturnLockon()
Enemy ReturnLockon()
{
LockTargetSubmodule lockModule = MainGameManager.Player.viewSc.lockTargetModule;
if (lockModule.isLocking && lockModule.lockTarget != null)
@@ -229,17 +229,17 @@ namespace Cielonos.MainGame
public partial class EnemySubmodule
{
public CharacterBase GetNearestEnemy(float radius, Transform origin = null)
public Enemy GetNearestEnemy(float radius, Transform origin = null)
{
origin ??= Player.transform;
List<CharacterBase> candidates = GetEnemiesInRadius(origin.position, radius);
List<Enemy> candidates = GetEnemiesInRadius(origin.position, radius);
return candidates.FirstOrDefault();
}
public List<CharacterBase> GetNearestEnemies(float radius, int count, Transform origin = null)
public List<Enemy> GetNearestEnemies(float radius, int count, Transform origin = null)
{
origin ??= Player.transform;
List<CharacterBase> candidates = GetEnemiesInRadius(origin.position, radius);
List<Enemy> candidates = GetEnemiesInRadius(origin.position, radius);
return candidates.Take(count).ToList();
}
}
@@ -249,11 +249,11 @@ namespace Cielonos.MainGame
{
public static List<CombatManager.EnemySubmodule.TargetingScore> ApplyScoreModifier(
this List<CombatManager.EnemySubmodule.TargetingScore> scores,
List<CharacterBase> boostTargets, float amplifier, float offset = 0)
List<Enemy> boostTargets, float amplifier, float offset = 0)
{
return scores.ApplyScoreModifier(Predicate, amplifier, offset);
bool Predicate(CharacterBase target)
bool Predicate(Enemy target)
{
return boostTargets != null && boostTargets.Contains(target);
}
@@ -261,7 +261,7 @@ namespace Cielonos.MainGame
public static List<CombatManager.EnemySubmodule.TargetingScore> ApplyScoreModifier(
this List<CombatManager.EnemySubmodule.TargetingScore> scores,
Predicate<CharacterBase> match, float amplifier, float offset = 0)
Predicate<Enemy> match, float amplifier, float offset = 0)
{
bool changed = false;
for (int i = 0; i < scores.Count; i++)
@@ -283,14 +283,14 @@ namespace Cielonos.MainGame
return scores;
}
public static CharacterBase BestEnemy(this List<CombatManager.EnemySubmodule.TargetingScore> scores)
public static Enemy BestEnemy(this List<CombatManager.EnemySubmodule.TargetingScore> scores)
{
return scores.Count > 0 ? scores[0].target : null;
}
public static List<CharacterBase> BestEnemies(this List<CombatManager.EnemySubmodule.TargetingScore> scores, int count)
public static List<Enemy> BestEnemies(this List<CombatManager.EnemySubmodule.TargetingScore> scores, int count)
{
List<CharacterBase> result = new List<CharacterBase>(Mathf.Min(count, scores.Count));
List<Enemy> result = new List<Enemy>(Mathf.Min(count, scores.Count));
for (int i = 0; i < scores.Count && i < count; i++)
{
result.Add(scores[i].target);