更新
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27
Assets/Scripts/MainGame/Run/CombatNodeData.cs
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27
Assets/Scripts/MainGame/Run/CombatNodeData.cs
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using System.Collections.Generic;
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using SLSFramework.UModAssistance;
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using UnityEngine;
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namespace Continentis.MainGame
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{
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/// <summary>
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/// 单场战斗遭遇的配置资产(设计时资产,由 Mod 制作者在 Editor 中配置)。
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/// 定义该节点出现的敌方阵容。
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/// DataID 格式:CombatNodeData_ModName_NodeName
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/// </summary>
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[CreateAssetMenu(menuName = "Continentis/Run/CombatNodeData", fileName = "CombatNodeData")]
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public class CombatNodeData : ScriptableObject
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{
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[Header("敌方阵容")]
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[Tooltip("敌方角色的 CharacterData DataID 列表,格式:CharacterData_ModName_EnemyName")]
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public List<string> enemyCharacterIDs;
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/// <summary>
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/// 通过 DataID 从 ModManager 数据库查找 CombatNodeData。
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/// </summary>
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public static CombatNodeData Get(string dataID)
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{
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return ModManager.GetData<CombatNodeData>(dataID);
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}
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}
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}
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2
Assets/Scripts/MainGame/Run/CombatNodeData.cs.meta
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2
Assets/Scripts/MainGame/Run/CombatNodeData.cs.meta
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fileFormatVersion: 2
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guid: ef3a02eaec5c6dc4a9bc831346b28f8e
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28
Assets/Scripts/MainGame/Run/RunConfig.cs
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28
Assets/Scripts/MainGame/Run/RunConfig.cs
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using System.Collections.Generic;
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using SLSFramework.UModAssistance;
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using UnityEngine;
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namespace Continentis.MainGame
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{
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/// <summary>
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/// 跑局规则配置(设计时资产,由 Mod 制作者在 Editor 中配置)。
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/// 仅在 MainGameManager.StartNewRun() 时读取一次:
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/// 英雄列表用于初始化 HeroSave,关卡序列拷贝至 RunSave.combatNodeIDs。
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/// 跑局进行中不再查询此资产。
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/// </summary>
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[CreateAssetMenu(menuName = "Continentis/Run/RunConfig", fileName = "RunConfig")]
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public class RunConfig : ScriptableObject
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{
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[Header("英雄配置")]
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[Tooltip("初始英雄的 CharacterData DataID 列表,格式:CharacterData_ModName_HeroName")]
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public List<string> initialHeroIDs;
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[Header("关卡序列")]
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[Tooltip("线性关卡序列的 CombatNodeData DataID 列表,按顺序推进,格式:CombatNodeData_ModName_NodeName")]
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public List<string> encounterSequenceIDs;
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[Header("起始资源")]
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[Tooltip("跑局开始时的初始金币数量")]
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public int startingGold;
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}
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}
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2
Assets/Scripts/MainGame/Run/RunConfig.cs.meta
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2
Assets/Scripts/MainGame/Run/RunConfig.cs.meta
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fileFormatVersion: 2
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guid: 7c9f10354a642a848a3bdbdf63ae5c07
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