可导出的第一版
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@@ -115,7 +115,7 @@ namespace Continentis.MainGame.Character
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eventSubmodule.onFinishAttack.Invoke(target, attackResult);
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combatBuffSubmodule.buffList.For(buff =>
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{
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buff.eventSubmodule.onDealAttack.Invoke(attackResult);
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buff?.eventSubmodule.onDealAttack.Invoke(attackResult);
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});
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}
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@@ -307,7 +307,7 @@ namespace Continentis.MainGame.Character
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bool CheckAvailabilityAndSetTargets(CardInstance card, out List<CharacterBase> targets)
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{
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card.DetectTargetsValidity(out List<CharacterBase> valid, out _, out _);
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if (valid.Count == 0 || !card.CheckBeforePlay())
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if (valid.Count == 0)
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{
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targets = null;
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return false; // 无有效目标或无法使用则跳过
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@@ -321,10 +321,10 @@ namespace Continentis.MainGame.Character
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IntentionBase currentIntention = intentionSubmodule.currentIntention;
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List<CardInstance> availableCards = deckSubmodule.PoolPile;
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List<IntendedCard> intended = new List<IntendedCard>();
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int currentStamina = GetAttribute("Stamina");
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int remainingStamina = currentStamina - currentIntention.guaranteedStamina;
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int currentMana = GetAttribute("Mana");
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int remainingMana = currentMana - currentIntention.guaranteedMana;
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int predictedStamina = Mathf.Min(GetAttribute("MaximumStamina"), GetAttribute("Stamina") + GetAttribute("StaminaRecoverPerAction"));
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int remainingStamina = predictedStamina - currentIntention.guaranteedStamina;
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int predictedMana = Mathf.Min(GetAttribute("MaximumMana"), GetAttribute("Mana") + GetAttribute("ManaRecoverPerAction"));
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int remainingMana = predictedMana - currentIntention.guaranteedMana;
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List<CardInstance> forced = new List<CardInstance>();
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List<CardInstance> normal = new List<CardInstance>();
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