架构大更
This commit is contained in:
@@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame.Card;
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@@ -43,7 +42,9 @@ namespace Continentis.MainGame.Combat
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private void Start()
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{
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characterController.Initialize(MainGameManager.Instance.playerHeroDataList, MainGameManager.Instance.enemyDataList);
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characterController.Initialize(
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MainGameManager.Instance.playerHeroDataList,
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MainGameManager.Instance.enemyDataList);
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StartCombat();
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CombatUIManager.Instance.UpdateAll();
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}
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@@ -51,196 +52,211 @@ namespace Continentis.MainGame.Combat
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public partial class CombatMainManager
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{
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//public EquipmentData testEquipmentData;
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public void StartCombat()
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{
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foreach (CharacterBase character in characterController.characters)
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{
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character.InitializeCards();
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}
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//testEquipmentData = ModManager.GetAsset<EquipmentData>("EquipmentData_Basic_SteelBracer");
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//EquipmentBase.GenerateEquipment(testEquipmentData, characterController.characters[0]);
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currentRound = 0;
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eventCollection.onCombatStart.Invoke();
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foreach (CharacterBase character in characterController.characters)
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{
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character.eventSubmodule.onCombatStart.Invoke();
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foreach (EquipmentBase equipment in character.equipmentSubmodule.currentEquipments)
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{
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equipment.eventSubmodule.onCombatStart.Invoke();
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}
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}
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foreach (CardInstance card in characterController.characters.SelectMany(character => character.deckSubmodule.GetAllCards()))
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foreach (CardInstance card in characterController.characters
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.SelectMany(character => character.deckSubmodule.GetAllCards()))
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{
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card.eventSubmodule.onCombatStart.Invoke();
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}
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NextRound();
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}
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public void NextRound()
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{
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currentRound++;
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// UI 反馈:回合提示动画(同步,纯 UI 无逻辑影响)
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CombatUIManager.Instance.combatMainPage.roundHint.PlayRoundHint(currentRound);
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// ── 纯逻辑初始化(无视觉反馈,同步执行)────────────────────────────
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eventCollection.onRoundStart.Invoke();
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foreach (CharacterBase character in characterController.characters)
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{
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character.actionCountThisRound = 0;
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}
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characterController.SetActionOrder();
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CombatUIManager.Instance.combatMainPage.actionOrderDisplayer.InitializeTurnOrder();
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currentActionIndex = 0;
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// ── NPC 意图决策(同步,不产生视觉效果)────────────────────────────
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foreach (CharacterBase character in characterController.characters)
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{
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if (character is CombatNPC npc)
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{
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npc.IntentionBrain();
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npc.deckSubmodule.PoolPile.ForEach(card => card.weightSubmodule.RefreshCurrentWeight());
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npc.intentionSubmodule.getIntendedCards.Invoke();
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foreach (IntendedCard intendedCard in npc.intentionSubmodule.intendedCards)
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{
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intendedCard.cardInstance.GenerateIntentionCardView();
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if (intendedCard.targets.Count > 0)
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{
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CardInstance card = intendedCard.cardInstance;
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card.eventSubmodule.onTargeting(intendedCard.targets[0]);
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card.eventSubmodule.onTargeting(intendedCard.targets[0]);
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card.contentSubmodule.dirtyMark = true;
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//TODO: 现在仅对第一个目标显示指向,后续可以对多目标进行优化
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}
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}
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}
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character.eventSubmodule.onRoundStart.Invoke();
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character.equipmentSubmodule.currentEquipments.ForEach(equipment => equipment.eventSubmodule.onRoundStart.Invoke());
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character.combatBuffSubmodule.RoundStart();
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}
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NextAction();
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// ── 以下所有事件入队,确保 Buff 触发的视觉效果顺序正确 ────────────
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foreach (CharacterBase character in characterController.characters)
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{
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CharacterBase captured = character;
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.eventSubmodule.onRoundStart.Invoke()));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.equipmentSubmodule.currentEquipments.ForEach(
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equipment => equipment.eventSubmodule.onRoundStart.Invoke())));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.combatBuffSubmodule.RoundStart()));
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}
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// ── 所有回合开始事件处理完毕后,进入第一个行动 ────────────────────
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CommandQueueManager.Instance.AddCommand(Cmd.Do(NextAction));
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}
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public void NextAction()
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{
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if (characterController.actionOrderList.Count == 0)
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{
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// 回合结束:所有角色的 onRoundEnd 和 Buff 触发均入队
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foreach (CharacterBase character in characterController.characters)
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{
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character.eventSubmodule.onRoundEnd.Invoke();
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character.equipmentSubmodule.currentEquipments.ForEach(equipment => equipment.eventSubmodule.onRoundEnd.Invoke());
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character.combatBuffSubmodule.RoundEnd();
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CharacterBase captured = character;
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.eventSubmodule.onRoundEnd.Invoke()));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.equipmentSubmodule.currentEquipments.ForEach(
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equipment => equipment.eventSubmodule.onRoundEnd.Invoke())));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.combatBuffSubmodule.RoundEnd()));
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}
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NextRound();
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CommandQueueManager.Instance.AddCommand(Cmd.Do(NextRound));
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return;
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}
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currentCharacter = characterController.actionOrderList[0];
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currentCharacter.eventSubmodule.onActionStart.Invoke();
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currentCharacter.combatBuffSubmodule.ActionStart();
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currentCharacter.recordSubmodule.SetAction(currentRound, ++currentActionIndex);
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CharacterBase actionCharacter = currentCharacter;
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
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{
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actionCharacter.eventSubmodule.onActionStart.Invoke();
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actionCharacter.combatBuffSubmodule.ActionStart();
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actionCharacter.recordSubmodule.SetAction(currentRound, ++currentActionIndex);
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}));
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if (currentCharacter is PlayerHero playerHero)
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{
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CombatMainPage combatMainPage = CombatUIManager.Instance.combatMainPage;
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playerHero.deckSubmodule.SetUpHandCardViews();
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combatMainPage.handPile.isUpdatingLayout = false;
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CommandQueueManager.Instance.AddCommand(playerHero.deckSubmodule.DrawCards(playerHero.GetAttribute("DrawCardAmountPerAction")));
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(0f, () =>
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CommandQueueManager.Instance.AddCommand(
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playerHero.deckSubmodule.DrawCards(playerHero.GetAttribute("DrawCardAmountPerAction")));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
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{
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//Debug.Log((drawCard.groupContext.context["DrawnCards"] as List<CardInstance>).Count);
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combatMainPage.handPile.isUpdatingLayout = true;
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}));
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combatMainPage.combatResourcesDisplayer.SetCharacter(playerHero);
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CombatUIManager.Instance.combatMainPage.endActionButton.GetComponentInChildren<TMP_Text>().text = "End Action";
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CombatUIManager.Instance.combatMainPage.endActionButton
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.GetComponentInChildren<TMP_Text>().text = "End Action";
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CombatUIManager.Instance.combatMainPage.endActionButton.interactable = true;
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}
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else if (currentCharacter is CombatNPC)
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{
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if (currentCharacter.fraction == Fraction.Enemy)
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{
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CombatUIManager.Instance.combatMainPage.endActionButton.GetComponentInChildren<TMP_Text>().text = "Enemy Action";
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}
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else if (currentCharacter.fraction == Fraction.Enemy)
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{
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else if (currentCharacter.fraction == Fraction.Ally)
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CombatUIManager.Instance.combatMainPage.endActionButton.GetComponentInChildren<TMP_Text>().text = "Ally Action";
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}
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else
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{
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CombatUIManager.Instance.combatMainPage.endActionButton.GetComponentInChildren<TMP_Text>().text = "Others Action";
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}
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CombatUIManager.Instance.combatMainPage.endActionButton.interactable = false;
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(0.25f, null));
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CommandQueueManager.Instance.AddCommand(Cmd.Wait(0.25f));
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foreach (IntendedCard intendedCard in currentCharacter.intentionSubmodule.intendedCards)
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{
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//TODO: 临时的,刷新一次意图目标
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currentCharacter.CheckAvailabilityAndSetTargets(intendedCard.cardInstance, out intendedCard.targets);
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(0.25f, () =>
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{
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intendedCard.cardInstance.Play(intendedCard.targets, currentCharacter);
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intendedCard.cardInstance.DestroyIntentionCardView();
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}));
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IntendedCard captured = intendedCard;
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currentCharacter.CheckAvailabilityAndSetTargets(captured.cardInstance, out captured.targets);
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CommandQueueManager.Instance.AddCommand(Cmd.Sequential(
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Cmd.Do(() => {
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captured.cardInstance.Play(captured.targets, currentCharacter);
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captured.cardInstance.DestroyIntentionCardView();
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}),
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Cmd.Wait(0.25f)
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));
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}
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(0f, EndAction));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(EndAction));
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}
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currentCharacter.characterView.hudContainer.UpdateAllHUD();
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CombatUIManager.Instance.combatMainPage.actionOrderDisplayer.avatars.Find(avatar => avatar.character == currentCharacter)?.Highlight(true);
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CombatUIManager.Instance.combatMainPage.actionOrderDisplayer.avatars
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.Find(avatar => avatar.character == currentCharacter)?.Highlight(true);
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currentCharacter.actionCountThisRound++;
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}
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public void EndAction()
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{
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CombatUIManager.Instance.combatMainPage.endActionButton.GetComponentInChildren<TMP_Text>().text = "Waiting...";
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CombatUIManager.Instance.combatMainPage.endActionButton
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.GetComponentInChildren<TMP_Text>().text = "Waiting...";
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CombatUIManager.Instance.combatMainPage.endActionButton.interactable = false;
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(currentCharacter.eventSubmodule.onActionEnd.Invoke));
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foreach (var card in currentCharacter.deckSubmodule.GetAllCards())
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CommandQueueManager.Instance.AddCommand(
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Cmd.Do(currentCharacter.eventSubmodule.onActionEnd.Invoke));
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foreach (CardInstance card in currentCharacter.deckSubmodule.GetAllCards())
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{
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(card.eventSubmodule.onActionEnd.Invoke));
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CardInstance captured = card;
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CommandQueueManager.Instance.AddCommand(
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Cmd.Do(captured.eventSubmodule.onActionEnd.Invoke));
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}
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(() =>
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
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{
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currentCharacter.combatBuffSubmodule.ActionEnd();
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if (currentCharacter is PlayerHero playerHero)
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{
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//Debug.Log(currentCharacter.data.className + " 结束行动,整理手牌。");
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List<CardInstance> handPile = new List<CardInstance>(playerHero.deckSubmodule.HandPile);
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List<CardInstance> cardToRetain = handPile.Where(card => card.HasKeyword("Retain")).ToList(); //含有“保留”关键词的卡牌
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List<CardInstance> cardToExhaust = handPile.Where(card => card.HasKeyword("Ethereal")).ToList(); //含有“虚无”关键词的卡牌
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List<CardInstance> cardsToDiscard = handPile.Except(cardToRetain).Except(cardToExhaust).ToList(); //其他卡牌,默认丢弃
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List<CardInstance> cardToRetain = handPile.Where(c => c.HasKeyword("Retain")).ToList();
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List<CardInstance> cardToExhaust = handPile.Where(c => c.HasKeyword("Ethereal")).ToList();
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List<CardInstance> cardsToDiscard = handPile.Except(cardToRetain).Except(cardToExhaust).ToList();
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CommandQueueManager.Instance.AddCommand(playerHero.deckSubmodule.ExhaustCards(cardToExhaust));
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CommandQueueManager.Instance.AddCommand(playerHero.deckSubmodule.DiscardCards(cardsToDiscard, false));
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}
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characterController.actionOrderList.Remove(currentCharacter);
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CombatUIManager.Instance.combatMainPage.actionOrderDisplayer.EndAction();
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(CombatUIManager.Instance.combatMainPage.ClearAllCardViews));
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(0.5f, null));
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(NextAction));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(CombatUIManager.Instance.combatMainPage.ClearAllCardViews));
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CommandQueueManager.Instance.AddCommand(Cmd.Wait(0.5f));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(NextAction));
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}));
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}
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}
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}
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}
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