This commit is contained in:
SoulliesOfficial
2026-04-17 12:01:50 -04:00
parent dd2657573a
commit ac98ec3aef
438 changed files with 4505 additions and 428 deletions

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@@ -1,6 +1,6 @@
using System;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using SLSUtilities.General;
using SLSUtilities.UModAssistance;
using UnityEngine;
namespace Continentis.MainGame

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@@ -1,6 +1,6 @@
using System.Collections.Generic;
using NaughtyAttributes;
using SLSFramework.General;
using SLSUtilities.General;
using Unity.VisualScripting;
using UnityEngine;

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@@ -2,7 +2,7 @@ using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using DamageNumbersPro;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame

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@@ -1,7 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using SLSFramework.UModAssistance;
using SLSUtilities.UModAssistance;
using SLSUtilities.General;
using UnityEngine;

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@@ -2,7 +2,7 @@ using System;
using System.Collections.Generic;
using System.Globalization;
using DynamicExpresso;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame

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@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using NaughtyAttributes;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame

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@@ -1,6 +1,6 @@
using System;
using SLSFramework.General;
using SLSFramework.General.LeanPoolAssistance;
using SLSUtilities.General;
using SLSUtilities.General.LeanPoolAssistance;
using UnityEngine;
namespace Continentis.MainGame

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@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame

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@@ -5,8 +5,8 @@ using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.UI;
using SoftCircuits.Collections;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using SLSUtilities.General;
using SLSUtilities.UModAssistance;
using UnityEngine;
using UnityEngine.Events;
@@ -145,6 +145,9 @@ namespace Continentis.MainGame
public OrderedDictionary<string, PrioritizedAction<AttackResult>> onDealAttack; //造成伤害后,参数为伤害结果
public OrderedDictionary<string, PrioritizedAction<AttackResult>> onGetAttacked; //被攻击后,参数为伤害结果
/// <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>
public OrderedDictionary<string, PrioritizedAction<IncomingDamageModifier>> onBeforeReceiveDamage;
public OrderedDictionary<string, PrioritizedAction<CardInstance>> onDrawCard; //抽到卡牌时
public OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>> onBeforePlayCard; //使用卡牌前,参数为目标列表
public OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>> onAfterPlayCard; //使用卡牌后,参数为目标列表
@@ -168,6 +171,7 @@ namespace Continentis.MainGame
onDealAttack = new OrderedDictionary<string, PrioritizedAction<AttackResult>>();
onGetAttacked = new OrderedDictionary<string, PrioritizedAction<AttackResult>>();
onBeforeReceiveDamage = new OrderedDictionary<string, PrioritizedAction<IncomingDamageModifier>>();
onOpponentDecideAction = new OrderedDictionary<string, PrioritizedAction<CharacterBase, IntendedCard, CharacterBase>>();
onDrawCard = new OrderedDictionary<string, PrioritizedAction<CardInstance>>();

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@@ -1,5 +1,5 @@
using System.Collections.Generic;
using SLSFramework.General;
using SLSUtilities.General;
namespace Continentis.MainGame.Card
{

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@@ -1,5 +1,5 @@
using System.Collections.Generic;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame.Card

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@@ -1,9 +1,9 @@
using System;
using System.Collections.Generic;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using Sirenix.OdinInspector;
using SLSFramework.UModAssistance;
using SLSUtilities.UModAssistance;
using UnityEngine;
using UnityEngine.Serialization;

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@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using NaughtyAttributes;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame.Card

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@@ -6,7 +6,7 @@ using Continentis.MainGame.Combat;
using Continentis.MainGame.UI;
using Lean.Pool;
using NaughtyAttributes;
using SLSFramework.General;
using SLSUtilities.General;
using UniRx;
using UnityEngine;

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@@ -4,8 +4,8 @@ using System.Linq;
using Continentis.MainGame.Character;
using Continentis.MainGame.Equipment;
using SoftCircuits.Collections;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using SLSUtilities.General;
using SLSUtilities.UModAssistance;
using UnityEngine;
namespace Continentis.MainGame.Card

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@@ -4,8 +4,8 @@ using System.Linq;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using SLSUtilities.General;
using SLSUtilities.UModAssistance;
using UniRx;
using UnityEngine;
using Random = UnityEngine.Random;
@@ -112,12 +112,22 @@ namespace Continentis.MainGame.Card
? characters.Where(character => character.fraction is Fraction.Enemy or Fraction.Neutral)
: characters.Where(character => character.fraction != user.fraction));
//处理保护,嘲讽等
//处理保护,挑衅等(仅对非全体目标卡牌生效)
if (targetCount != -1)
{
// 保护:被保护的目标不可选
List<CharacterBase> protectedTargets = valid.Where(target => target.statusSubmodule.HasStatus(StatusType.Protected)).ToList();
notMet.AddRange(protectedTargets);
valid.RemoveRange(protectedTargets);
// 挑衅:若使用者处于被挑衅状态,则只能选择挑衅者
if (user.statusSubmodule.HasStatus(StatusType.Provoked) && user.statusSubmodule.provokers.Count > 0)
{
List<CharacterBase> provokers = user.statusSubmodule.provokers;
List<CharacterBase> nonProvokerTargets = valid.Where(target => !provokers.Contains(target)).ToList();
notMet.AddRange(nonProvokerTargets);
valid.RemoveRange(nonProvokerTargets);
}
}
}
}

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@@ -1,6 +1,6 @@
using System.Collections.Generic;
using System.Linq;
using SLSFramework.General;
using SLSUtilities.General;
using Unity.VisualScripting;
using UnityEngine;

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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.Card

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@@ -1,6 +1,6 @@
using System.Collections.Generic;
using System.Linq;
using SLSFramework.General;
using SLSUtilities.General;
using UniRx;
using UnityEngine;

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@@ -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;

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@@ -1,6 +1,6 @@
using System;
using System.Collections.Generic;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame.Card

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@@ -4,7 +4,7 @@ using Continentis.MainGame.Combat;
using Continentis.MainGame.UI;
using DG.Tweening;
using Lean.Pool;
using SLSFramework.General;
using SLSUtilities.General;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;

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@@ -3,7 +3,7 @@ using System.Linq;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using Continentis.MainGame.UI;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;

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@@ -5,7 +5,7 @@ using System.IO;
using System.Linq;
using Continentis.MainGame.Base;
using Sirenix.OdinInspector;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEditor;
using UnityEngine;

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@@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using SLSFramework.UModAssistance;
using SLSUtilities.UModAssistance;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards

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@@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.Commands;
using Continentis.MainGame.UI;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame.Card

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@@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.Commands;
using Continentis.MainGame.UI;
using SLSFramework.General;
using SLSUtilities.General;
namespace Continentis.MainGame.Card
{

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@@ -5,8 +5,8 @@ using Continentis.MainGame.Card;
using Continentis.MainGame.Combat;
using Lean.Pool;
using NaughtyAttributes;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using SLSUtilities.General;
using SLSUtilities.UModAssistance;
using UnityEngine;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;

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@@ -1,4 +1,4 @@
using SLSFramework.UModAssistance;
using SLSUtilities.UModAssistance;
using UnityEngine;
namespace Continentis.MainGame.Character

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@@ -3,7 +3,7 @@ using System.Linq;
using Continentis.MainGame.Card;
using Continentis.MainGame.Combat;
using Continentis.MainGame.UI;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame.Character

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@@ -1,4 +1,4 @@
namespace Continentis.MainGame.Character
namespace Continentis.MainGame.Character
{
/// <summary>
/// 基于 EditorBaseCollection 自动生成的角色属性常量字典。
@@ -57,10 +57,10 @@
public const string TemporaryHealth = "TemporaryHealth";
/// <summary> 回合开始时保留格挡 </summary>
public const string KeepBlockOnActionStart = "KeepBlockOnActionStart";
public const string KeepBlockOnRoundFirstActionStart = "KeepBlockOnRoundFirstActionStart";
/// <summary> 回合开始时保留闪避 </summary>
public const string KeepDodgeOnActionStart = "KeepDodgeOnActionStart";
public const string KeepDodgeOnRoundFirstActionStart = "KeepDodgeOnRoundFirstActionStart";
/// <summary> 获得格挡偏移量 </summary>
public const string BlockGainOffset = "BlockGainOffset";
@@ -110,6 +110,9 @@
/// <summary> 吸血倍率 </summary>
public const string LifeStealMultiplier = "LifeStealMultiplier";
/// <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>
public const string HealingGainMultiplier = "HealingGainMultiplier";
/// <summary> 来自力量的增减益 </summary>
public const string OffsetFromStrength = "OffsetFromStrength";

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@@ -1,4 +1,4 @@
using SLSFramework.General;
using SLSUtilities.General;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Serialization;

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@@ -1,9 +1,8 @@
using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.UI;
using SLSFramework.General;
using Sirenix.OdinInspector;
using SLSFramework.UModAssistance;
using SLSUtilities.UModAssistance;
using SLSUtilities.General;
using UnityEngine;
using UnityEngine.Serialization;

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@@ -1,4 +1,4 @@
using SLSFramework.General;
using SLSUtilities.General;
namespace Continentis.MainGame.Character
{

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@@ -1,6 +1,6 @@
using Continentis.MainGame.Card;
using Continentis.MainGame.Equipment;
using SLSFramework.UModAssistance;
using SLSUtilities.UModAssistance;
using UnityEngine;
namespace Continentis.MainGame.Character

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@@ -2,8 +2,8 @@ using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.Card;
using Continentis.MainGame.Equipment;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using SLSUtilities.General;
using SLSUtilities.UModAssistance;
using UnityEngine;
namespace Continentis.MainGame.Character
@@ -120,16 +120,33 @@ namespace Continentis.MainGame.Character
if (!dodged)
{
int remainingDamageAfterBlock = ignoreBlock ? startDamage : target.CheckBlock(startDamage);
if (remainingDamageAfterBlock > 0)
// 伤害前置拦截HolyShield 等免疫类 Buff 在此处取消伤害)
IncomingDamageModifier modifier = new IncomingDamageModifier(startDamage, context);
if (!isSilent && !isHpRemoval)
{
blocked = startDamage - remainingDamageAfterBlock;
int remainingDamageAfterShield = ignoreShield ? remainingDamageAfterBlock : target.CheckShield(remainingDamageAfterBlock);
if (remainingDamageAfterShield > 0)
target.eventSubmodule.onBeforeReceiveDamage.Invoke(modifier);
if (!isReactive)
{
shielded = remainingDamageAfterBlock - remainingDamageAfterShield;
hurt = remainingDamageAfterShield;
target.HealthRemoval(remainingDamageAfterShield, context);
target.combatBuffSubmodule.buffList.For(buff =>
{
buff.eventSubmodule?.onBeforeReceiveDamage.Invoke(modifier);
});
}
}
if (!modifier.isCancelled)
{
int remainingDamageAfterBlock = ignoreBlock ? modifier.damage : target.CheckBlock(modifier.damage);
if (remainingDamageAfterBlock > 0)
{
blocked = modifier.damage - remainingDamageAfterBlock;
int remainingDamageAfterShield = ignoreShield ? remainingDamageAfterBlock : target.CheckShield(remainingDamageAfterBlock);
if (remainingDamageAfterShield > 0)
{
shielded = remainingDamageAfterBlock - remainingDamageAfterShield;
hurt = remainingDamageAfterShield;
target.HealthRemoval(remainingDamageAfterShield, context);
}
}
}
}
@@ -339,11 +356,15 @@ namespace Continentis.MainGame.Character
public void Heal(int heal)
{
if (heal <= 0) return;
float multiplier = GetRawAttribute(CharacterAttributes.HealingGainMultiplier, 1f);
int finalHeal = Mathf.Max(0, Mathf.RoundToInt(heal * multiplier));
if (finalHeal <= 0) return;
ModifyAttribute("Health", heal);
ModifyAttribute("Health", finalHeal);
ClampAttribute("Health", 0, GetAttribute("MaximumHealth"));
MainGameManager.Instance.basePrefabs.GenerateHealText(heal, characterView);
MainGameManager.Instance.basePrefabs.GenerateHealText(finalHeal, characterView);
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

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@@ -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

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@@ -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

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@@ -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

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@@ -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;

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@@ -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;

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@@ -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

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@@ -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>();
}
}

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@@ -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

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@@ -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

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@@ -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

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@@ -1,4 +1,4 @@
using SLSFramework.UModAssistance;
using SLSUtilities.UModAssistance;
using UnityEngine;
namespace Continentis.MainGame.Character

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@@ -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;

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@@ -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

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@@ -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;

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@@ -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;

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@@ -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

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@@ -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

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@@ -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;

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@@ -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;

View File

@@ -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;

View File

@@ -1,6 +1,6 @@
using System;
using Cysharp.Threading.Tasks;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
using UnityEngine.Events;

View File

@@ -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

View File

@@ -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

View File

@@ -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;

View File

@@ -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;

View File

@@ -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

View File

@@ -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;

View File

@@ -1,5 +1,5 @@
using Cysharp.Threading.Tasks;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame.Commands

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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;

View File

@@ -1,5 +1,5 @@
using System;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame.Rules

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@@ -1,6 +1,6 @@
using System;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using SLSUtilities.General;
using SLSUtilities.UModAssistance;
using UnityEngine;
namespace Continentis.MainGame.Rules

View File

@@ -1,5 +1,5 @@
using System.Collections.Generic;
using SLSFramework.UModAssistance;
using SLSUtilities.UModAssistance;
using UnityEngine;
namespace Continentis.MainGame

View File

@@ -1,5 +1,5 @@
using System.Collections.Generic;
using SLSFramework.UModAssistance;
using SLSUtilities.UModAssistance;
using UnityEngine;
namespace Continentis.MainGame

View File

@@ -1,6 +1,6 @@
using System;
using Continentis.MainGame.Saving;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame

View File

@@ -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

View File

@@ -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;

View File

@@ -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;

View File

@@ -1,5 +1,5 @@
using System.Collections.Generic;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis

View File

@@ -1,6 +1,6 @@
using System.Collections.Generic;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame.UI

View File

@@ -1,6 +1,6 @@
using DG.Tweening;
using I2.Loc;
using SLSFramework.General;
using SLSUtilities.General;
using TMPro;
using UnityEngine;

View File

@@ -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;

View File

@@ -1,6 +1,6 @@
using System;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
using Object = UnityEngine.Object;

View File

@@ -1,4 +1,4 @@
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame.UI

View File

@@ -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

View File

@@ -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

View File

@@ -1,6 +1,6 @@
using System;
using System.Collections.Generic;
using SLSFramework.General;
using SLSUtilities.General;
using TMPro;
using UnityEngine;
using UnityEngine.UI;

View File

@@ -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;

View File

@@ -1,6 +1,6 @@
using System.Collections.Generic;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.MainGame.UI

View File

@@ -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;

View File

@@ -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;

View File

@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
using UnityEngine.Serialization;

View File

@@ -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;

View File

@@ -1,4 +1,4 @@
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis

View File

@@ -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。

View File

@@ -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。

View File

@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
namespace SLSFramework.General
namespace SLSUtilities.General
{
/// <summary>
/// 指令上下文 (Command Context)

View File

@@ -1,4 +1,4 @@
namespace SLSFramework.General
namespace SLSUtilities.General
{
/// <summary>
/// 框架预定义的 CommandContext 键常量。

View File

@@ -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

View File

@@ -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。

View File

@@ -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。

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