This commit is contained in:
SoulliesOfficial
2026-04-01 12:23:27 -04:00
parent aff7ac0e03
commit c3b1561375
933 changed files with 114333 additions and 119360 deletions

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.Character;
using Continentis.MainGame.Equipment;
using SoftCircuits.Collections;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using UnityEngine;
@@ -36,14 +37,129 @@ namespace Continentis.MainGame.Card
return null;
}
// 存储所有通过 SubscribeCombatEvent 注册的订阅的移除委托
private readonly List<Action> _managedUnsubscribers = new List<Action>();
public virtual void Initialize(CardInstance cardInstance)
{
card = cardInstance;
logicComponents = new HashSet<CardLogicComponentBase>();
card.eventSubmodule.onTargeting += TargetingEffect;
card.eventSubmodule.onUntargeting += UntargetingEffect;
// 自动将卡牌事件子模块的生命周期钩子接入虚方法
card.eventSubmodule.onDraw.InsertByPriority(
$"{GetType().Name}_OnDraw_{GetHashCode()}",
new PrioritizedAction(OnDraw));
card.eventSubmodule.onCombatStart.InsertByPriority(
$"{GetType().Name}_OnCombatStart_{GetHashCode()}",
new PrioritizedAction(OnCombatStart));
card.eventSubmodule.onCombatEnd.InsertByPriority(
$"{GetType().Name}_OnCombatEnd_{GetHashCode()}",
new PrioritizedAction(OnCombatEnd));
card.eventSubmodule.onRoundStart.InsertByPriority(
$"{GetType().Name}_OnRoundStart_{GetHashCode()}",
new PrioritizedAction(OnRoundStart));
card.eventSubmodule.onRoundEnd.InsertByPriority(
$"{GetType().Name}_OnRoundEnd_{GetHashCode()}",
new PrioritizedAction(OnRoundEnd));
card.eventSubmodule.onActionStart.InsertByPriority(
$"{GetType().Name}_OnActionStart_{GetHashCode()}",
new PrioritizedAction(OnActionStart));
card.eventSubmodule.onActionEnd.InsertByPriority(
$"{GetType().Name}_OnActionEnd_{GetHashCode()}",
new PrioritizedAction(OnActionEnd));
// 关键词驱动的行为统一在此处注册
if (card.HasKeyword("Instant"))
{
//含有Instant关键词抽到后直接打出
card.eventSubmodule.onDraw.InsertByPriority("Instant", new PrioritizedAction(() =>
{
card.DetectTargetsValidity(out List<CharacterBase> valid, out _, out _);
card.Play(card.SetRandomTargets(valid), card.user);
}, 99));
}
}
/// <summary>
/// 向战斗全局事件字典注册一个托管订阅。
/// Dispose() 时无需手动取消——基类会自动移除所有通过此方法注册的订阅。
/// </summary>
protected void SubscribeCombatEvent(
OrderedDictionary<string, PrioritizedAction> eventDict,
PrioritizedAction action,
int priority = 0)
{
string key = $"{GetType().Name}_{GetHashCode()}_{_managedUnsubscribers.Count}";
action.Priority = priority;
eventDict.InsertByPriority(key, action);
_managedUnsubscribers.Add(() => eventDict.Remove(key));
}
/// <summary>
/// 向战斗全局事件字典注册一个带参数的托管订阅。
/// Dispose() 时无需手动取消——基类会自动移除所有通过此方法注册的订阅。
/// </summary>
protected void SubscribeCombatEvent<T>(
OrderedDictionary<string, PrioritizedAction<T>> eventDict,
PrioritizedAction<T> action,
int priority = 0)
{
string key = $"{GetType().Name}_{GetHashCode()}_{_managedUnsubscribers.Count}";
action.Priority = priority;
eventDict.InsertByPriority(key, action);
_managedUnsubscribers.Add(() => eventDict.Remove(key));
}
/// <summary>
/// 卡牌销毁时调用(打出、弃牌、消耗)。
/// 自动清理所有通过 SubscribeCombatEvent 注册的托管订阅。
/// 子类重写时无需调用 base.Dispose(),除非有额外资源需要释放。
/// </summary>
public void Dispose()
{
foreach (Action unsubscribe in _managedUnsubscribers)
unsubscribe();
_managedUnsubscribers.Clear();
OnDispose();
}
// ── 生命周期虚方法 ─────────────────────────────────────────────────────
/// <summary>抽到此卡牌时调用。</summary>
protected virtual void OnDraw() { }
/// <summary>战斗开始时调用。</summary>
protected virtual void OnCombatStart() { }
/// <summary>战斗结束时调用。</summary>
protected virtual void OnCombatEnd() { }
/// <summary>每回合开始时调用。</summary>
protected virtual void OnRoundStart() { }
/// <summary>每回合结束时调用。</summary>
protected virtual void OnRoundEnd() { }
/// <summary>每次行动开始时调用。</summary>
protected virtual void OnActionStart() { }
/// <summary>每次行动结束时调用。</summary>
protected virtual void OnActionEnd() { }
/// <summary>
/// 卡牌销毁时的扩展清理钩子。
/// 子类有额外资源需要释放时重写此方法,无需处理 SubscribeCombatEvent 的取消订阅。
/// </summary>
protected virtual void OnDispose() { }
public virtual void SetUpLogicComponents() { }
public T AddLogicComponent<T>() where T : CardLogicComponentBase, new()
@@ -233,43 +349,66 @@ namespace Continentis.MainGame.Card
#region Attack
public partial class CardLogicBase
{
/// <summary>获取对指定目标的最终伤害值。</summary>
public virtual int GetTargetedFinalDamage(CharacterBase target, List<string> elementalTags = null)
/// <summary>
/// 以当前卡牌作为来源,对目标发动攻击。
/// 内部自动构建携带 sourceCard 的 AttackContext确保 Buff 层能正确识别来源卡牌信息。
/// 卡牌脚本中所有的攻击调用都应优先使用此方法,而非直接调用 user.Attack()。
/// </summary>
protected AttackResult AttackTarget(CharacterBase target, int damage, AttackContext ctx = null)
{
return GetFinalDamage(target, elementalTags, out _, out _, out _, out _);
ctx ??= new AttackContext(card);
if (ctx.sourceCard == null) ctx.sourceCard = card;
return user.Attack(target, damage, ctx);
}
/// <summary>
/// 获取对指定目标的最终伤害值。
/// ctx 中的 damageKeywords 驱动 offset 和元素乘区计算baseDamageAttributeName 指定基础伤害属性名。
/// ctx 为 null 时回退到卡牌元素关键词和默认 "Damage" 属性(向后兼容)。
/// </summary>
public virtual int GetTargetedFinalDamage(CharacterBase target, AttackContext ctx = null)
{
return GetFinalDamage(target, ctx, out _, out _, out _, out _);
}
/// <summary>获取无目标时的最终伤害值。</summary>
public virtual int GetNoTargetFinalDamage(List<string> elementalTags = null)
public virtual int GetNoTargetFinalDamage(AttackContext ctx = null)
{
return GetFinalDamage(null, elementalTags, out _, out _, out _, out _);
return GetFinalDamage(null, ctx, out _, out _, out _, out _);
}
protected virtual int GetFinalDamage(
CharacterBase target, List<string> elementalTags,
CharacterBase target, AttackContext ctx,
out float baseDamageAfterOffset, out float elementalMultiplier,
out float magicMultiplier, out float finalMultiplier)
{
bool haveTarget = target != null;
elementalTags ??= card.GetElementalKeywords();
// 从 AttackContext 中读取伤害关键词和属性名null 时回退到卡牌默认值
List<string> damageKeywords = ctx?.damageKeywords ?? card.GetElementalKeywords();
string baseDamageAttr = ctx?.baseDamageAttributeName;
// Physics / Magic offset 由 damageKeywords 驱动,与卡牌标记关键词无关
int physicsOffset = 0;
if (card.HasKeyword("Physics") || card.HasKeyword("Slash") || card.HasKeyword("Prick") || card.HasKeyword("Strike"))
physicsOffset = user.GetAttribute("PhysicsDamageDealtOffset");
if (damageKeywords.Contains("Physics"))
physicsOffset = user.GetAttribute(CharacterAttributes.PhysicsDamageDealtOffset);
int magicOffset = 0;
if (card.HasKeyword("Magic") || card.HasKeyword("Arcane") || card.HasKeyword("Sorcery"))
magicOffset = user.GetAttribute("MagicDamageDealtOffset");
if (damageKeywords.Contains("Magic"))
magicOffset = user.GetAttribute(CharacterAttributes.MagicDamageDealtOffset);
// 元素乘区:遍历 damageKeywords 中属于 elementTags 的部分
elementalMultiplier = 1f;
foreach (string element in elementalTags)
foreach (string keyword in damageKeywords)
{
float targetGain = haveTarget ? target.GetRawAttribute(element + "DamageGainMultiplier", 1f) : 1f;
elementalMultiplier *= user.GetRawAttribute(element + "DamageDealtMultiplier", 1f) * targetGain;
if (!MainGameManager.Instance.elementTags.Contains(keyword)) continue;
float targetGain = haveTarget ? target.GetRawAttribute(keyword + "DamageGainMultiplier", 1f) : 1f;
elementalMultiplier *= user.GetRawAttribute(keyword + "DamageDealtMultiplier", 1f) * targetGain;
}
// 魔法乘区:由 damageKeywords 中含 Magic/Arcane/Sorcery 时触发
magicMultiplier = 1f;
if (card.HasKeyword("Magic") || card.HasKeyword("Arcane") || card.HasKeyword("Sorcery"))
if (damageKeywords.Contains("Magic") || damageKeywords.Contains("Arcane") || damageKeywords.Contains("Sorcery"))
{
float targetGain = haveTarget ? target.GetRawAttribute("MagicDamageGainMultiplier", 1f) : 1f;
magicMultiplier = user.GetRawAttribute("MagicDamageDealtMultiplier", 1f) * targetGain;
@@ -278,7 +417,8 @@ namespace Continentis.MainGame.Card
float targetFinalGain = haveTarget ? target.GetRawAttribute("FinalDamageGainMultiplier", 1f) : 1f;
finalMultiplier = user.GetRawAttribute("FinalDamageDealtMultiplier", 1f) * targetFinalGain;
baseDamageAfterOffset = card.attributeSubmodule.GetCurrentAttribute("Damage") + physicsOffset + magicOffset;
string damageAttr = string.IsNullOrEmpty(baseDamageAttr) ? "Damage" : baseDamageAttr;
baseDamageAfterOffset = card.attributeSubmodule.GetCurrentAttribute(damageAttr) + physicsOffset + magicOffset;
float finalDamage = baseDamageAfterOffset * elementalMultiplier * magicMultiplier * finalMultiplier;
return Mathf.RoundToInt(finalDamage);
@@ -358,6 +498,17 @@ namespace Continentis.MainGame.Card
/// <summary>取消选中目标时触发的效果(在逻辑组件的 Untargeting 之前执行)。</summary>
public virtual void UntargetingEffect() { }
/// <summary>
/// 标记 hint shadow 在下一帧刷新,不触发文本重解析。
/// 子类在战场状态变化时调用此方法,而非直接操作 dirtyMark。
/// </summary>
protected void InvalidateHint() => card.contentSubmodule.hintDirtyMark = true;
/// 返回 null 表示不显示提示阴影;返回具体颜色则启用对应颜色的 hintShadow。
/// 此方法在 ContentSubmodule.RefreshContent() 时自动调用,
/// 子类可重写以实现"有可用目标时绿色/无可用目标时红色"等动态提示。
/// </summary>
public virtual Color? GetHintColor() => null;
}
/// <summary>卡牌逻辑组件基类。</summary>