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Cielonos/Assets/Scripts/MainGame/Characters/Base/Submodules/AttributeSubmodule.cs
SoulliesOfficial 33b1795c1f 更新
2026-01-03 18:19:39 -05:00

56 lines
2.0 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Cielonos.MainGame.Characters
{
public partial class AttributeSubmodule : SubmoduleBase<CharacterBase>
{
public AttributeGroup attributeGroup;
public bool HasAttribute(string attributeName) => attributeGroup.current.ContainsKey(attributeName);
public float GetAttribute(string attributeName, float defaultValue) => attributeGroup.current.GetValueOrDefault(attributeName, defaultValue);
public float this[string attributeName]
{
get => attributeGroup.current.GetValueOrDefault(attributeName, attributeName.Contains("Multiplier") ? 1 : 0);
set => attributeGroup.current[attributeName] = value;
}
public AttributeSubmodule(CharacterBase character) : base(character)
{
Initialize(character.attributeData);
}
private void Initialize(AttributeData attributeData)
{
attributeGroup = new AttributeGroup(attributeData.originalAttributes);
attributeGroup.SetUpEndowments(attributeData.runtimeAttributes);
}
public void RefreshAttribute(string attributeName)
{
attributeGroup.ResetAttribute(attributeName);
float numeric = 0;
float pAccumulation = 0;
float pMultiplication = 1;
if (owner is Player player)
{
player.inventorySc.ApplyAttributeChange(attributeName, ref numeric, ref pAccumulation, ref pMultiplication);
}
owner.buffSm.ApplyAttributeChange(attributeName, ref numeric, ref pAccumulation, ref pMultiplication);
attributeGroup.ModifyAttribute(attributeName, numeric, pAccumulation, pMultiplication);
}
public void RefreshAllAttributes()
{
foreach (var attributeName in attributeGroup.original.Keys)
{
RefreshAttribute(attributeName);
}
}
}
}