using System.Collections.Generic; using SLSFramework.General; using SoftCircuits.Collections; using UnityEngine; namespace Cielonos.MainGame.Characters { public class EventSubmodule : SubmoduleBase { public OrderedDictionary onCombatStart; //战斗开始时 public OrderedDictionary onCombatEnd; //战斗结束时 public OrderedDictionary> onGetHit; //被击中时,参数为产生命中的攻击区域 public OrderedDictionary> onStartAttack; //开始攻击时,参数为产生成攻击的攻击区域 public OrderedDictionary> onFinishAttack; //完成攻击时,参数为被攻击目标和对应的攻击结果 public OrderedDictionary> onBeforeGetAttacked; //被攻击前,参数为攻击者和攻击结果 public OrderedDictionary> onAfterGetAttacked; //被攻击后,参数为攻击者和攻击结果 public OrderedDictionary> onHealthChanged; //生命变化时,参数为生命变化的角色和变化的数值 public OrderedDictionary> onEnergyChanged; //能量变化时,参数为能量变化的角色和变化的数值 public OrderedDictionary onFirstJump; //第一次跳跃时 public OrderedDictionary onJumpLand; //落地时 public EventSubmodule(CharacterBase owner) : base(owner) { onCombatStart = new OrderedDictionary(); onCombatEnd = new OrderedDictionary(); onGetHit = new OrderedDictionary>(); onStartAttack = new OrderedDictionary>(); onFinishAttack = new OrderedDictionary>(); onBeforeGetAttacked = new OrderedDictionary>(); onAfterGetAttacked = new OrderedDictionary>(); onHealthChanged = new OrderedDictionary>(); onEnergyChanged = new OrderedDictionary>(); onFirstJump = new OrderedDictionary(); onJumpLand = new OrderedDictionary(); } } }