AttackResult修改
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@@ -14,8 +14,8 @@ namespace Continentis.MainGame.Character
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public OrderedDictionary<string, PrioritizedAction> onRoundStart; //每回合开始时
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public OrderedDictionary<string, PrioritizedAction> onRoundEnd; //每回合结束时
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public OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>> onStartAttack; //开始攻击时,参数为被攻击目标列表
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public OrderedDictionary<string, PrioritizedAction<List<CharacterBase>, List<AttackResult>>> onFinishAttack; //完成攻击时,参数为被攻击目标列表和对应的攻击结果列表
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public OrderedDictionary<string, PrioritizedAction<CharacterBase>> onStartAttack; //开始攻击时,参数为被攻击目标
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public OrderedDictionary<string, PrioritizedAction<CharacterBase, 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<CharacterBase, 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> onActionStart; //每次行动开始时
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@@ -35,8 +35,8 @@ namespace Continentis.MainGame.Character
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onActionStart = new OrderedDictionary<string, PrioritizedAction>();
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onActionEnd = new OrderedDictionary<string, PrioritizedAction>();
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onStartAttack = new OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>>();
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onFinishAttack = new OrderedDictionary<string, PrioritizedAction<List<CharacterBase>, List<AttackResult>>>();
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onStartAttack = new OrderedDictionary<string, PrioritizedAction<CharacterBase>>();
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onFinishAttack = new OrderedDictionary<string, PrioritizedAction<CharacterBase, AttackResult>>();
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onGetAttacked = new OrderedDictionary<string, PrioritizedAction<CharacterBase, AttackResult>>();
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onBeforePlayCard = new OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>>();
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@@ -82,6 +82,8 @@ namespace Continentis.MainGame.Character
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public class AttackResult
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{
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public CharacterBase attacker; //攻击者
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public CharacterBase target; //被攻击者
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public CardInstance attackCard; //使用的攻击卡牌
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public int startDamage; //攻击开始时的原始伤害值
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public bool isDodged; //是否被闪避
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public int blockedDamage; //格挡掉的伤害
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@@ -90,9 +92,11 @@ namespace Continentis.MainGame.Character
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public bool IsHurt => hurtDamage > 0; //是否实际受到伤害
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public AttackResult(CharacterBase attacker, int startDamage, bool isDodged, int blocked, int shielded, int hurt)
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public AttackResult(CharacterBase attacker, CharacterBase target, int startDamage, CardInstance attackCard, bool isDodged, int blocked, int shielded, int hurt)
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{
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this.attacker = attacker;
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this.target = target;
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this.attackCard = attackCard;
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this.startDamage = startDamage;
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this.isDodged = isDodged;
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this.blockedDamage = blocked;
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