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.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>();
}
}