Files
Cielonos/Assets/Scripts/MainGame/Items/Submodules/FunctionSubmodule.cs
SoulliesOfficial 649b7a5ddc 更新
2026-05-23 08:27:50 -04:00

96 lines
3.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Cielonos.MainGame.Characters;
using Cielonos.MainGame.UI;
using Sirenix.OdinInspector;
using SLSUtilities.General;
using UnityEngine;
namespace Cielonos.MainGame.Inventory
{
public class FunctionSubmodule : SubmoduleBase<ItemBase>
{
[ReadOnly]
public Dictionary<string, RuntimeFunctionUnit> functionUnits;
public RuntimeFunctionUnit mainFunction => functionUnits.Count > 0 ? functionUnits.Values.First() : null;
public RuntimeFunctionUnit this[string functionName] => functionUnits.ContainsKey(functionName) ? functionUnits[functionName] : null;
public FunctionSubmodule(ItemBase owner, FunctionData data) : base(owner)
{
functionUnits = new Dictionary<string, RuntimeFunctionUnit>();
foreach (var kvp in data.functionUnits)
{
functionUnits[kvp.Key] = new RuntimeFunctionUnit(this, kvp.Value);
}
}
public void Update(float deltaTime)
{
foreach (var unit in functionUnits.Values)
{
unit.Update(deltaTime);
}
}
}
public class RuntimeFunctionUnit : SubmoduleBase<FunctionSubmodule>
{
private CharacterBase character => owner.owner.player;
public FunctionData.FunctionUnit data;
public float currentCooldown;
public float maxCooldown;
public RuntimeFunctionUnit(FunctionSubmodule owner, FunctionData.FunctionUnit data) : base(owner)
{
this.data = data;
maxCooldown = data.interval;
currentCooldown = 0f;
}
public void Update(float deltaTime)
{
currentCooldown -= deltaTime;
currentCooldown = Mathf.Max(currentCooldown, 0f);
}
public bool IsAvailable()
{
bool cooldownAvailable = currentCooldown <= 0f;
bool energyAvailable = character.attributeSm[CharacterAttribute.Energy] >= GetEffectiveEnergyCost();
return cooldownAvailable && energyAvailable;
}
public RuntimeFunctionUnit Execute()
{
ResetCooldown();
ConsumeEnergy();
return this;
}
private const float MinCooldownMultiplier = 0.1f;
private const float MaxEnergyCostReduction = 0.9f;
/// <summary> 计算应用 EnergyCostReduction 后的实际能量消耗。 </summary>
private float GetEffectiveEnergyCost()
{
float ecr = Mathf.Clamp(character.attributeSm[CharacterAttribute.EnergyCostReduction], 0f, MaxEnergyCostReduction);
return data.energyCost * (1f - ecr);
}
private void ResetCooldown()
{
float cdr = Mathf.Clamp(character.attributeSm[CharacterAttribute.CooldownReduction], 0f, 1f - MinCooldownMultiplier);
currentCooldown = maxCooldown * (1f - cdr);
}
private void ConsumeEnergy()
{
float cost = GetEffectiveEnergyCost();
character.attributeSm[CharacterAttribute.Energy] -= cost;
// onEnergyChanged 已由 AttributeSubmodule 值变更回调自动触发
}
}
}