更新
This commit is contained in:
@@ -1,6 +1,6 @@
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using System;
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using SLSFramework.General;
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using SLSFramework.UModAssistance;
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using SLSUtilities.General;
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using SLSUtilities.UModAssistance;
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using UnityEngine;
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namespace Continentis.MainGame
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@@ -1,6 +1,6 @@
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using System.Collections.Generic;
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using NaughtyAttributes;
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using SLSFramework.General;
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using SLSUtilities.General;
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using Unity.VisualScripting;
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using UnityEngine;
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@@ -2,7 +2,7 @@ using System.Collections.Generic;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using DamageNumbersPro;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Continentis.MainGame
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@@ -1,7 +1,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using Sirenix.OdinInspector;
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using SLSFramework.UModAssistance;
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using SLSUtilities.UModAssistance;
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using SLSUtilities.General;
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using UnityEngine;
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@@ -2,7 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.Globalization;
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using DynamicExpresso;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Continentis.MainGame
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@@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using NaughtyAttributes;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Continentis.MainGame
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@@ -1,6 +1,6 @@
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using System;
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using SLSFramework.General;
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using SLSFramework.General.LeanPoolAssistance;
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using SLSUtilities.General;
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using SLSUtilities.General.LeanPoolAssistance;
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using UnityEngine;
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namespace Continentis.MainGame
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@@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Continentis.MainGame
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@@ -5,8 +5,8 @@ using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.UI;
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using SoftCircuits.Collections;
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using SLSFramework.General;
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using SLSFramework.UModAssistance;
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using SLSUtilities.General;
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using SLSUtilities.UModAssistance;
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using UnityEngine;
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using UnityEngine.Events;
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@@ -145,6 +145,9 @@ namespace Continentis.MainGame
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public OrderedDictionary<string, PrioritizedAction<AttackResult>> onDealAttack; //造成伤害后,参数为伤害结果
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public OrderedDictionary<string, PrioritizedAction<AttackResult>> onGetAttacked; //被攻击后,参数为伤害结果
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/// <summary> 在 Block/Shield/Health 计算之前触发,可修改 damage 或设置 isCancelled = true 来免疫本次伤害。</summary>
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public OrderedDictionary<string, PrioritizedAction<IncomingDamageModifier>> onBeforeReceiveDamage;
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public OrderedDictionary<string, PrioritizedAction<CardInstance>> onDrawCard; //抽到卡牌时
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public OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>> onBeforePlayCard; //使用卡牌前,参数为目标列表
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public OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>> onAfterPlayCard; //使用卡牌后,参数为目标列表
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@@ -168,6 +171,7 @@ namespace Continentis.MainGame
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onDealAttack = new OrderedDictionary<string, PrioritizedAction<AttackResult>>();
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onGetAttacked = new OrderedDictionary<string, PrioritizedAction<AttackResult>>();
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onBeforeReceiveDamage = new OrderedDictionary<string, PrioritizedAction<IncomingDamageModifier>>();
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onOpponentDecideAction = new OrderedDictionary<string, PrioritizedAction<CharacterBase, IntendedCard, CharacterBase>>();
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onDrawCard = new OrderedDictionary<string, PrioritizedAction<CardInstance>>();
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@@ -1,5 +1,5 @@
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using System.Collections.Generic;
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using SLSFramework.General;
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using SLSUtilities.General;
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namespace Continentis.MainGame.Card
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{
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@@ -1,5 +1,5 @@
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using System.Collections.Generic;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Continentis.MainGame.Card
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@@ -1,9 +1,9 @@
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using System;
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using System.Collections.Generic;
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using Continentis.MainGame.Character;
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using SLSFramework.General;
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using SLSUtilities.General;
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using Sirenix.OdinInspector;
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using SLSFramework.UModAssistance;
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using SLSUtilities.UModAssistance;
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using UnityEngine;
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using UnityEngine.Serialization;
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@@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using NaughtyAttributes;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Continentis.MainGame.Card
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@@ -6,7 +6,7 @@ using Continentis.MainGame.Combat;
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using Continentis.MainGame.UI;
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using Lean.Pool;
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using NaughtyAttributes;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UniRx;
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using UnityEngine;
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@@ -4,8 +4,8 @@ using System.Linq;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Equipment;
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using SoftCircuits.Collections;
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using SLSFramework.General;
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using SLSFramework.UModAssistance;
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using SLSUtilities.General;
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using SLSUtilities.UModAssistance;
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using UnityEngine;
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namespace Continentis.MainGame.Card
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@@ -4,8 +4,8 @@ using System.Linq;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Combat;
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using Continentis.MainGame.Commands;
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using SLSFramework.General;
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using SLSFramework.UModAssistance;
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using SLSUtilities.General;
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using SLSUtilities.UModAssistance;
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using UniRx;
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using UnityEngine;
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using Random = UnityEngine.Random;
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@@ -112,12 +112,22 @@ namespace Continentis.MainGame.Card
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? characters.Where(character => character.fraction is Fraction.Enemy or Fraction.Neutral)
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: characters.Where(character => character.fraction != user.fraction));
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//处理保护,嘲讽等
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//处理保护,挑衅等(仅对非全体目标卡牌生效)
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if (targetCount != -1)
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{
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// 保护:被保护的目标不可选
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List<CharacterBase> protectedTargets = valid.Where(target => target.statusSubmodule.HasStatus(StatusType.Protected)).ToList();
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notMet.AddRange(protectedTargets);
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valid.RemoveRange(protectedTargets);
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// 挑衅:若使用者处于被挑衅状态,则只能选择挑衅者
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if (user.statusSubmodule.HasStatus(StatusType.Provoked) && user.statusSubmodule.provokers.Count > 0)
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{
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List<CharacterBase> provokers = user.statusSubmodule.provokers;
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List<CharacterBase> nonProvokerTargets = valid.Where(target => !provokers.Contains(target)).ToList();
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notMet.AddRange(nonProvokerTargets);
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valid.RemoveRange(nonProvokerTargets);
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}
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}
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}
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}
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@@ -1,6 +1,6 @@
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using System.Collections.Generic;
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using System.Linq;
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using SLSFramework.General;
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using SLSUtilities.General;
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using Unity.VisualScripting;
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using UnityEngine;
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@@ -1,6 +1,6 @@
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using System.Collections.Generic;
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using System.Linq;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Continentis.MainGame.Card
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@@ -1,6 +1,6 @@
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using System.Collections.Generic;
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using System.Linq;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UniRx;
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using UnityEngine;
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@@ -1,7 +1,7 @@
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using System.Collections.Generic;
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using Continentis.MainGame.Character;
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using SoftCircuits.Collections;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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using UnityEngine.Events;
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@@ -1,6 +1,6 @@
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using System;
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using System.Collections.Generic;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Continentis.MainGame.Card
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@@ -4,7 +4,7 @@ using Continentis.MainGame.Combat;
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using Continentis.MainGame.UI;
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using DG.Tweening;
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using Lean.Pool;
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using SLSFramework.General;
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using SLSUtilities.General;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -3,7 +3,7 @@ using System.Linq;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Combat;
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using Continentis.MainGame.UI;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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@@ -5,7 +5,7 @@ using System.IO;
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using System.Linq;
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using Continentis.MainGame.Base;
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using Sirenix.OdinInspector;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEditor;
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using UnityEngine;
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@@ -3,7 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame;
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using Continentis.MainGame.Card;
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using SLSFramework.UModAssistance;
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using SLSUtilities.UModAssistance;
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using UnityEngine;
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namespace Continentis.Mods.Basic.Cards
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@@ -3,7 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame.Commands;
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using Continentis.MainGame.UI;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Continentis.MainGame.Card
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@@ -3,7 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame.Commands;
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using Continentis.MainGame.UI;
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using SLSFramework.General;
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using SLSUtilities.General;
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namespace Continentis.MainGame.Card
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{
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@@ -5,8 +5,8 @@ using Continentis.MainGame.Card;
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using Continentis.MainGame.Combat;
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using Lean.Pool;
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using NaughtyAttributes;
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using SLSFramework.General;
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using SLSFramework.UModAssistance;
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using SLSUtilities.General;
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using SLSUtilities.UModAssistance;
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using UnityEngine;
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using Object = UnityEngine.Object;
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using Random = UnityEngine.Random;
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@@ -1,4 +1,4 @@
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using SLSFramework.UModAssistance;
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using SLSUtilities.UModAssistance;
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using UnityEngine;
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namespace Continentis.MainGame.Character
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@@ -3,7 +3,7 @@ using System.Linq;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Combat;
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using Continentis.MainGame.UI;
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using SLSFramework.General;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Continentis.MainGame.Character
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@@ -1,4 +1,4 @@
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namespace Continentis.MainGame.Character
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namespace Continentis.MainGame.Character
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{
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/// <summary>
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/// 基于 EditorBaseCollection 自动生成的角色属性常量字典。
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@@ -57,10 +57,10 @@
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public const string TemporaryHealth = "TemporaryHealth";
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/// <summary> 回合开始时保留格挡 </summary>
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public const string KeepBlockOnActionStart = "KeepBlockOnActionStart";
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public const string KeepBlockOnRoundFirstActionStart = "KeepBlockOnRoundFirstActionStart";
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/// <summary> 回合开始时保留闪避 </summary>
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public const string KeepDodgeOnActionStart = "KeepDodgeOnActionStart";
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public const string KeepDodgeOnRoundFirstActionStart = "KeepDodgeOnRoundFirstActionStart";
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/// <summary> 获得格挡偏移量 </summary>
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public const string BlockGainOffset = "BlockGainOffset";
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@@ -110,6 +110,9 @@
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/// <summary> 吸血倍率 </summary>
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public const string LifeStealMultiplier = "LifeStealMultiplier";
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/// <summary> 治疗效果倍率(默认 1,负值叠加可削减治疗量,如 -0.33 = 减少 33%) </summary>
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public const string HealingGainMultiplier = "HealingGainMultiplier";
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/// <summary> 来自力量的增减益 </summary>
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public const string OffsetFromStrength = "OffsetFromStrength";
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@@ -1,4 +1,4 @@
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using SLSFramework.General;
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using SLSUtilities.General;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.Serialization;
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@@ -1,9 +1,8 @@
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using System.Collections.Generic;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.UI;
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using SLSFramework.General;
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using Sirenix.OdinInspector;
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using SLSFramework.UModAssistance;
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using SLSUtilities.UModAssistance;
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using SLSUtilities.General;
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using UnityEngine;
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using UnityEngine.Serialization;
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|
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@@ -1,4 +1,4 @@
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using SLSFramework.General;
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using SLSUtilities.General;
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namespace Continentis.MainGame.Character
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{
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@@ -1,6 +1,6 @@
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Equipment;
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using SLSFramework.UModAssistance;
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using SLSUtilities.UModAssistance;
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using UnityEngine;
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|
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namespace Continentis.MainGame.Character
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@@ -2,8 +2,8 @@ using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Equipment;
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using SLSFramework.General;
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using SLSFramework.UModAssistance;
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using SLSUtilities.General;
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using SLSUtilities.UModAssistance;
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using UnityEngine;
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|
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namespace Continentis.MainGame.Character
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@@ -120,16 +120,33 @@ namespace Continentis.MainGame.Character
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if (!dodged)
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{
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int remainingDamageAfterBlock = ignoreBlock ? startDamage : target.CheckBlock(startDamage);
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if (remainingDamageAfterBlock > 0)
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// 伤害前置拦截(HolyShield 等免疫类 Buff 在此处取消伤害)
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IncomingDamageModifier modifier = new IncomingDamageModifier(startDamage, context);
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if (!isSilent && !isHpRemoval)
|
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{
|
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blocked = startDamage - remainingDamageAfterBlock;
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int remainingDamageAfterShield = ignoreShield ? remainingDamageAfterBlock : target.CheckShield(remainingDamageAfterBlock);
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if (remainingDamageAfterShield > 0)
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target.eventSubmodule.onBeforeReceiveDamage.Invoke(modifier);
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if (!isReactive)
|
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{
|
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shielded = remainingDamageAfterBlock - remainingDamageAfterShield;
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hurt = remainingDamageAfterShield;
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target.HealthRemoval(remainingDamageAfterShield, context);
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target.combatBuffSubmodule.buffList.For(buff =>
|
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{
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buff.eventSubmodule?.onBeforeReceiveDamage.Invoke(modifier);
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});
|
||||
}
|
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}
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if (!modifier.isCancelled)
|
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{
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int remainingDamageAfterBlock = ignoreBlock ? modifier.damage : target.CheckBlock(modifier.damage);
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if (remainingDamageAfterBlock > 0)
|
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{
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blocked = modifier.damage - remainingDamageAfterBlock;
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int remainingDamageAfterShield = ignoreShield ? remainingDamageAfterBlock : target.CheckShield(remainingDamageAfterBlock);
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if (remainingDamageAfterShield > 0)
|
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{
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shielded = remainingDamageAfterBlock - remainingDamageAfterShield;
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hurt = remainingDamageAfterShield;
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target.HealthRemoval(remainingDamageAfterShield, context);
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||||
}
|
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}
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}
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}
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@@ -339,11 +356,15 @@ namespace Continentis.MainGame.Character
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public void Heal(int heal)
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{
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if (heal <= 0) return;
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|
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float multiplier = GetRawAttribute(CharacterAttributes.HealingGainMultiplier, 1f);
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int finalHeal = Mathf.Max(0, Mathf.RoundToInt(heal * multiplier));
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if (finalHeal <= 0) return;
|
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|
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ModifyAttribute("Health", heal);
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ModifyAttribute("Health", finalHeal);
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ClampAttribute("Health", 0, GetAttribute("MaximumHealth"));
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||||
|
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MainGameManager.Instance.basePrefabs.GenerateHealText(heal, characterView);
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MainGameManager.Instance.basePrefabs.GenerateHealText(finalHeal, characterView);
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characterView.hudContainer.UpdateAllHUD();
|
||||
}
|
||||
}
|
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|
||||
@@ -1,6 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Character
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Continentis.MainGame.Card;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Character
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Card;
|
||||
using Continentis.MainGame.Commands;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Character
|
||||
|
||||
@@ -2,7 +2,7 @@ using System.Collections.Generic;
|
||||
using Continentis.MainGame.Card;
|
||||
using UnityEngine.Events;
|
||||
using SoftCircuits.Collections;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
|
||||
namespace Continentis.MainGame.Character
|
||||
{
|
||||
@@ -18,6 +18,9 @@ namespace Continentis.MainGame.Character
|
||||
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
|
||||
public OrderedDictionary<string, PrioritizedAction<CharacterBase, AttackResult>> onGetAttacked; //被攻击时,参数为攻击者和攻击结果
|
||||
|
||||
/// <summary> 在 Block/Shield/Health 计算之前触发,Buff 可修改 damage 或设置 isCancelled = true 来免疫本次伤害。</summary>
|
||||
public OrderedDictionary<string, PrioritizedAction<IncomingDamageModifier>> onBeforeReceiveDamage;
|
||||
|
||||
public OrderedDictionary<string, PrioritizedAction> onActionStart; //每次行动开始时
|
||||
public OrderedDictionary<string, PrioritizedAction> onActionEnd; //每次行动结束时
|
||||
|
||||
@@ -41,6 +44,7 @@ namespace Continentis.MainGame.Character
|
||||
onStartAttack = new OrderedDictionary<string, PrioritizedAction<CharacterBase>>();
|
||||
onFinishAttack = new OrderedDictionary<string, PrioritizedAction<CharacterBase, AttackResult>>();
|
||||
onGetAttacked = new OrderedDictionary<string, PrioritizedAction<CharacterBase, AttackResult>>();
|
||||
onBeforeReceiveDamage = new OrderedDictionary<string, PrioritizedAction<IncomingDamageModifier>>();
|
||||
|
||||
onBeforePlayCard = new OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>>();
|
||||
onAfterPlayCard = new OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>>();
|
||||
@@ -60,12 +64,12 @@ namespace Continentis.MainGame.Character
|
||||
|
||||
onActionStart.InsertByPriority("DefenseReset", new PrioritizedAction(() =>
|
||||
{
|
||||
if (owner.GetAttribute("KeepBlockOnActionStart") <= 0)
|
||||
if (owner.GetAttribute("KeepBlockOnRoundFirstActionStart") <= 0)
|
||||
{
|
||||
owner.SetAttribute("Block", 0);
|
||||
}
|
||||
|
||||
if (owner.GetAttribute("KeepDodgeOnActionStart") <= 0)
|
||||
if (owner.GetAttribute("KeepDodgeOnRoundFirstActionStart") <= 0)
|
||||
{
|
||||
owner.SetAttribute("Dodge", 0);
|
||||
}
|
||||
@@ -84,6 +88,24 @@ namespace Continentis.MainGame.Character
|
||||
|
||||
namespace Continentis.MainGame.Character
|
||||
{
|
||||
/// <summary>
|
||||
/// 伤害前置修改器:在伤害实际作用于 Health 之前,供 Buff 修改或取消伤害。
|
||||
/// 若 <see cref="isCancelled"/> 为 true,伤害将被完全吸收(不扣血、不经过 Block/Shield)。
|
||||
/// </summary>
|
||||
public class IncomingDamageModifier
|
||||
{
|
||||
public int damage;
|
||||
public bool isCancelled;
|
||||
public AttackContext context;
|
||||
|
||||
public IncomingDamageModifier(int damage, AttackContext context)
|
||||
{
|
||||
this.damage = damage;
|
||||
this.isCancelled = false;
|
||||
this.context = context;
|
||||
}
|
||||
}
|
||||
|
||||
public class AttackResult
|
||||
{
|
||||
public CharacterBase attacker; //攻击者
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Card;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using SoftCircuits.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
@@ -2,7 +2,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Continentis.MainGame.Card;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Continentis.MainGame.Card;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Character
|
||||
@@ -12,9 +13,32 @@ namespace Continentis.MainGame.Character
|
||||
public int currentAction;
|
||||
public List<ActionRecord> actionRecords;
|
||||
|
||||
/// <summary>
|
||||
/// 记录角色本回合被攻击的次数(含闪避)。
|
||||
/// 每次 onGetAttacked 触发时自增,每次 DispatchRoundStart 时归零。
|
||||
/// 可被卡牌(如"不屈")用于判断"本回合是否被攻击过"。
|
||||
/// </summary>
|
||||
public int attacksReceivedThisRound;
|
||||
|
||||
public RecordSubmodule(CharacterBase owner) : base(owner)
|
||||
{
|
||||
actionRecords = new List<ActionRecord>();
|
||||
|
||||
// 自动挂钩:每次被攻击时计数
|
||||
owner.eventSubmodule.onGetAttacked.InsertByPriority(
|
||||
"RecordSubmodule_AttackCount",
|
||||
new PrioritizedAction<CharacterBase, AttackResult>((attacker, result) =>
|
||||
{
|
||||
attacksReceivedThisRound++;
|
||||
}));
|
||||
|
||||
// 自动挂钩:回合开始时重计
|
||||
owner.eventSubmodule.onRoundStart.InsertByPriority(
|
||||
"RecordSubmodule_ResetAttackCount",
|
||||
new PrioritizedAction(() =>
|
||||
{
|
||||
attacksReceivedThisRound = 0;
|
||||
}));
|
||||
}
|
||||
|
||||
public void SetAction(int round, int actionIndex)
|
||||
@@ -23,6 +47,11 @@ namespace Continentis.MainGame.Character
|
||||
currentAction = actionIndex;
|
||||
actionRecords.Add(new ActionRecord(round, actionIndex, new List<CardInstance>()));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 返回本回合是否已被攻击过至少一次。
|
||||
/// </summary>
|
||||
public bool WasAttackedThisRound => attacksReceivedThisRound > 0;
|
||||
}
|
||||
|
||||
public partial class RecordSubmodule
|
||||
|
||||
@@ -19,6 +19,7 @@ namespace Continentis.MainGame.Character
|
||||
//中性状态
|
||||
Taunt = 2000, //嘲讽
|
||||
Protected = 2001, //被保护
|
||||
Provoked = 2002, //被挑衅
|
||||
}
|
||||
|
||||
public partial class StatusSubmodule : SubmoduleBase<CharacterBase>
|
||||
@@ -26,6 +27,12 @@ namespace Continentis.MainGame.Character
|
||||
public Dictionary<StatusType, int> currentStatus;
|
||||
public bool isDead;
|
||||
|
||||
/// <summary>
|
||||
/// 挑衅者列表:当该角色处于 Provoked 状态时,只能攻击此列表中的角色。
|
||||
/// 由 Provoked Buff 负责维护(添加/移除)。
|
||||
/// </summary>
|
||||
public List<CharacterBase> provokers;
|
||||
|
||||
public StatusSubmodule(CharacterBase character) : base(character)
|
||||
{
|
||||
currentStatus = new Dictionary<StatusType, int>();
|
||||
@@ -35,6 +42,7 @@ namespace Continentis.MainGame.Character
|
||||
}
|
||||
|
||||
isDead = false;
|
||||
provokers = new List<CharacterBase>();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using AnimatorPlus;
|
||||
using Continentis.MainGame.UI;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Character
|
||||
|
||||
@@ -2,7 +2,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using AnimatorPlus;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Character
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Character
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Character
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using Sirenix.OdinInspector;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Continentis.MainGame.Card;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Character
|
||||
|
||||
@@ -4,8 +4,8 @@ using System.Linq;
|
||||
using Continentis.MainGame.Character;
|
||||
using DG.Tweening;
|
||||
using Lean.Pool;
|
||||
using SLSFramework.General;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Character;
|
||||
using SoftCircuits.Collections;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using Continentis.MainGame.Card;
|
||||
using Continentis.MainGame.Character;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Combat
|
||||
|
||||
@@ -6,7 +6,7 @@ using Continentis.MainGame.Character;
|
||||
using Continentis.MainGame.Commands;
|
||||
using Continentis.MainGame.Saving;
|
||||
using Continentis.MainGame.UI;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Combat
|
||||
|
||||
@@ -5,7 +5,7 @@ using Cysharp.Threading.Tasks;
|
||||
using Continentis.MainGame.Card;
|
||||
using Continentis.MainGame.Character;
|
||||
using DG.Tweening;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ using Continentis.MainGame.Card;
|
||||
using Continentis.MainGame.Character;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using DG.Tweening;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ using Continentis.MainGame.Card;
|
||||
using Continentis.MainGame.Character;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using DG.Tweening;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Continentis.MainGame.Character;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Commands
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using System;
|
||||
using Continentis.MainGame.Character;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using SLSFramework.General;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Commands
|
||||
|
||||
@@ -4,7 +4,7 @@ using Cysharp.Threading.Tasks;
|
||||
using Continentis.MainGame.Card;
|
||||
using Continentis.MainGame.Character;
|
||||
using DG.Tweening;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ using Cysharp.Threading.Tasks;
|
||||
using Continentis.MainGame.Card;
|
||||
using Continentis.MainGame.Character;
|
||||
using DG.Tweening;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
|
||||
@@ -2,8 +2,8 @@ using System;
|
||||
using Continentis.MainGame.Character;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Lean.Pool;
|
||||
using SLSFramework.General;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Commands
|
||||
|
||||
@@ -5,7 +5,7 @@ using Cysharp.Threading.Tasks;
|
||||
using Continentis.MainGame.Card;
|
||||
using Continentis.MainGame.Character;
|
||||
using DG.Tweening;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Commands
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Character;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Equipment
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using Sirenix.OdinInspector;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Equipment
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Character;
|
||||
using SoftCircuits.Collections;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Equipment
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Character;
|
||||
using Continentis.MainGame.Saving;
|
||||
using SLSFramework.General;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using System;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Rules
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using SLSFramework.General;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.Rules
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using Continentis.MainGame.Saving;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Character;
|
||||
using SLSFramework.General;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
// CombatOrganizerEditor.cs (最终修复版)
|
||||
#if UNITY_EDITOR
|
||||
using Continentis.MainGame.Character;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UI_Spline_Renderer;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Character;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.UI
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using DG.Tweening;
|
||||
using I2.Loc;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Character;
|
||||
using NaughtyAttributes;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using Continentis.MainGame.Character;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.UI
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Character;
|
||||
using Lean.Pool;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.UI
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Card;
|
||||
using Lean.Pool;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.UI
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Collections.Generic;
|
||||
using Continentis.MainGame.Character;
|
||||
using DG.Tweening;
|
||||
using Lean.Pool;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using Continentis.MainGame.Character;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis.MainGame.UI
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Linq;
|
||||
using Continentis.MainGame.Character;
|
||||
using DG.Tweening;
|
||||
using Lean.Pool;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using TMPro;
|
||||
using UniRx;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -2,7 +2,7 @@ using System;
|
||||
using Continentis;
|
||||
using Continentis.MainGame;
|
||||
using I2.Loc;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@ using Continentis.MainGame.Card;
|
||||
using Continentis.MainGame.Character;
|
||||
using Continentis.MainGame.Equipment;
|
||||
using Continentis.MainGame.UI;
|
||||
using SLSFramework.UModAssistance;
|
||||
using SLSUtilities.UModAssistance;
|
||||
using Sirenix.OdinInspector;
|
||||
using UMod;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using SLSFramework.General;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Continentis
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Collections.Generic;
|
||||
using Continentis.MainGame.Character;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace SLSFramework.General
|
||||
namespace SLSUtilities.General
|
||||
{
|
||||
/// <summary>
|
||||
/// 命令静态工厂。
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace SLSFramework.General
|
||||
namespace SLSUtilities.General
|
||||
{
|
||||
/// <summary>
|
||||
/// 命令基类。子类重写 <see cref="ExecuteAsync"/> 实现具体逻辑。
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SLSFramework.General
|
||||
namespace SLSUtilities.General
|
||||
{
|
||||
/// <summary>
|
||||
/// 指令上下文 (Command Context)
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
namespace SLSFramework.General
|
||||
namespace SLSUtilities.General
|
||||
{
|
||||
/// <summary>
|
||||
/// 框架预定义的 CommandContext 键常量。
|
||||
|
||||
@@ -2,7 +2,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace SLSFramework.General
|
||||
namespace SLSUtilities.General
|
||||
{
|
||||
/// <summary>命令组的执行模式。</summary>
|
||||
public enum ExecutionMode
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
namespace SLSFramework.General
|
||||
namespace SLSUtilities.General
|
||||
{
|
||||
/// <summary>
|
||||
/// 命令队列的优先级分桶。数值越小优先级越高。
|
||||
|
||||
@@ -2,7 +2,7 @@ using System.Collections.Generic;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SLSFramework.General
|
||||
namespace SLSUtilities.General
|
||||
{
|
||||
/// <summary>
|
||||
/// 全局命令队列管理器。
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user