阶段性完成
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using System.Collections.Generic;
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using SLSFramework.General;
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using SoftCircuits.Collections;
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using UnityEngine;
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namespace Cielonos.MainGame.Characters
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{
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public class EventSubmodule : SubmoduleBase<CharacterBase>
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{
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public OrderedDictionary<string, PrioritizedAction> onCombatStart; //战斗开始时
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public OrderedDictionary<string, PrioritizedAction> onCombatEnd; //战斗结束时
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public OrderedDictionary<string, PrioritizedAction<AttackAreaBase>> onGetHit; //被击中时,参数为产生命中的攻击区域
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public OrderedDictionary<string, PrioritizedAction<AttackAreaBase>> onStartAttack; //开始攻击时,参数为产生成攻击的攻击区域
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public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>> onFinishAttack; //完成攻击时,参数为被攻击目标和对应的攻击结果
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public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>> onGetAttacked; //被攻击时,参数为攻击者和攻击结果
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public OrderedDictionary<string, PrioritizedAction<CharacterBase, float>> onUseEnergy; //使用能量时,参数为使用能量的使用者和能量值
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public EventSubmodule(CharacterBase owner) : base(owner)
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{
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onCombatStart = new OrderedDictionary<string, PrioritizedAction>();
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onCombatEnd = new OrderedDictionary<string, PrioritizedAction>();
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onGetHit = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase>>();
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onStartAttack = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase>>();
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onFinishAttack = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>>();
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onGetAttacked = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>>();
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onUseEnergy = new OrderedDictionary<string, PrioritizedAction<CharacterBase, float>>();
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}
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}
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}
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