更新
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@@ -1,3 +1,4 @@
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using System.Collections.Generic;
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using Continentis.MainGame.Character;
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using Continentis.Mods.Basic.Cards;
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using UnityEngine;
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@@ -19,66 +20,67 @@ namespace Continentis.MainGame.Card
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/// <summary>
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/// 设置伤害值
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/// </summary>
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/// <param name="additive">是否为叠加,true为叠加,false为覆盖</param>
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/// <param name="originalDamage">原始伤害值,仅在additive为true时有效,否则被覆盖为BaseDamage</param>
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/// <param name="damageAttributeName">要写入的属性名,默认为 "Damage"</param>
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/// <param name="damageOffset">伤害增量</param>
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public void SetDamage(int damageOffset, bool additive = false, int originalDamage = 0)
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/// <param name="additive">是否为叠加,true为叠加,false为覆盖</param>
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/// <param name="originalDamage">原始伤害值,仅在additive为true时有效</param>
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public void SetDamage(int damageOffset, string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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{
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card.SetVariableAttribute("Damage", damageOffset, additive, originalDamage);
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card.SetVariableAttribute(damageAttributeName, damageOffset, additive, originalDamage);
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}
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/// <summary>
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/// 默认伤害计算,仅使用卡牌基础伤害(无任何属性加成)
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/// </summary>
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public void SetDamage_Default()
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public void SetDamage_Default(string damageAttributeName = "Damage")
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{
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SetDamage(0);
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SetDamage(0, damageAttributeName);
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}
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/// <summary>
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/// 斩击伤害计算,伤害=基础伤害+(力量加成+敏捷加成)/2
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/// </summary>
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public void SetDamage_Slash(bool additive = false, int originalDamage = 0)
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public void SetDamage_Slash(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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{
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float rawDamageOffsetFromStrength = user.GetRawAttribute("OffsetFromStrength");
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float rawDamageOffsetFromAgility = user.GetRawAttribute("OffsetFromAgility");
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SetDamage(Mathf.RoundToInt((rawDamageOffsetFromStrength + rawDamageOffsetFromAgility) / 2f), additive, originalDamage);
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SetDamage(Mathf.RoundToInt((rawDamageOffsetFromStrength + rawDamageOffsetFromAgility) / 2f), damageAttributeName, additive, originalDamage);
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}
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/// <summary>
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/// 打击伤害计算,伤害=基础伤害+力量加成
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/// </summary>
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public void SetDamage_Strike(bool additive = false, int originalDamage = 0)
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public void SetDamage_Strike(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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{
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int damageOffset = user.GetAttribute("OffsetFromStrength");
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SetDamage(damageOffset, additive, originalDamage);
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SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
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}
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/// <summary>
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/// 突刺伤害计算,伤害=基础伤害+敏捷加成
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/// </summary>
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public void SetDamage_Prick(bool additive = false, int originalDamage = 0)
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public void SetDamage_Prick(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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{
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int damageOffset = user.GetAttribute("OffsetFromAgility");
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SetDamage(damageOffset, additive, originalDamage);
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SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
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}
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/// <summary>
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/// 奥术伤害计算,伤害=基础伤害+智力加成
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/// </summary>
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public void SetDamage_Arcane(bool additive = false, int originalDamage = 0)
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public void SetDamage_Arcane(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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{
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int damageOffset = user.GetAttribute("OffsetFromIntelligence");
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SetDamage(damageOffset, additive, originalDamage);
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SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
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}
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/// <summary>
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/// 契术伤害计算,伤害=基础伤害+魅力加成
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/// </summary>
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public void SetDamage_Sorcery(bool additive = false, int originalDamage = 0)
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public void SetDamage_Sorcery(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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{
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int damageOffset = user.GetAttribute("OffsetFromCharisma");
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SetDamage(damageOffset, additive, originalDamage);
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SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
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}
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}
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}
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