MusicBeat
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@@ -12,7 +12,7 @@ namespace Cielonos.MainGame
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/// <summary>
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/// 从已有的敌人列表中选取评分最高的目标。
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/// </summary>
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public CharacterBase GetBestEnemy(List<CharacterBase> enemies)
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public Enemy GetBestEnemy(List<Enemy> enemies)
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{
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if (enemies.Count == 0) return null;
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if (enemies.Count == 1) return enemies[0];
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@@ -33,7 +33,7 @@ namespace Cielonos.MainGame
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/// 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)。
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/// 适合后续通过 ApplyScoreModifier 施加修正。
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/// </summary>
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public List<TargetingScore> GetScoredEnemies(List<CharacterBase> enemies,
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public List<TargetingScore> GetScoredEnemies(List<Enemy> enemies,
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float radius = float.MaxValue, Transform origin = null)
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{
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List<TargetingScore> allScores = GetScoredEnemies(radius, origin);
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@@ -55,12 +55,12 @@ namespace Cielonos.MainGame
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/// 获取可被扰乱的敌人列表:
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/// <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>
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/// </summary>
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public List<CharacterBase> GetDisruptableEnemies(List<CharacterBase> enemies,
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public List<Enemy> GetDisruptableEnemies(List<Enemy> enemies,
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Breakthrough.Type breakthroughType = Breakthrough.Type.Disruption)
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{
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List<CharacterBase> disruptableEnemies = new List<CharacterBase>();
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List<Enemy> disruptableEnemies = new List<Enemy>();
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foreach (CharacterBase enemy in enemies)
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foreach (Enemy enemy in enemies)
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{
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bool hasBuff = enemy.buffSm.HasBuff<BreakthroughResistanceModification>();
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if (!enemy.reactionSc.breakthroughResistances[breakthroughType].Value && hasBuff)
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