除了充盈都做完了

This commit is contained in:
SoulliesOfficial
2025-10-31 10:02:30 -04:00
parent 5d09ef7b53
commit ee1d3d9c0a
179 changed files with 3239 additions and 200 deletions

View File

@@ -12,40 +12,40 @@ namespace Continentis.MainGame.Card
public UnityAction<CharacterBase> onTargeting; //选中目标时
public UnityAction onUntargeting; //取消选中目标时
public OrderedDictionary<string, EventUnit> onCombatStart; //战斗开始时
public OrderedDictionary<string, EventUnit> onCombatEnd; //战斗结束时
public OrderedDictionary<string, PrioritizedAction> onCombatStart; //战斗开始时
public OrderedDictionary<string, PrioritizedAction> onCombatEnd; //战斗结束时
public OrderedDictionary<string, EventUnit> onRoundStart; //每回合开始时
public OrderedDictionary<string, EventUnit> onRoundEnd; //每回合结束时
public OrderedDictionary<string, PrioritizedAction> onRoundStart; //每回合开始时
public OrderedDictionary<string, PrioritizedAction> onRoundEnd; //每回合结束时
public OrderedDictionary<string, EventUnit> onActionStart; //每次行动开始时
public OrderedDictionary<string, EventUnit> onActionEnd; //每次行动结束时
public OrderedDictionary<string, PrioritizedAction> onActionStart; //每次行动开始时
public OrderedDictionary<string, PrioritizedAction> onActionEnd; //每次行动结束时
public OrderedDictionary<string, EventUnit> onDraw; //抽到此卡牌时
public OrderedDictionary<string, EventUnit<List<CharacterBase>>> onBeforePlay; //使用此卡牌前,参数为目标列表
public OrderedDictionary<string, EventUnit<List<CharacterBase>>> onAfterPlay; //使用此卡牌后,参数为目标列表
public OrderedDictionary<string, EventUnit> onDiscard; //此卡牌被弃牌时
public OrderedDictionary<string, EventUnit> onExhaust; //此卡牌被消耗时
public OrderedDictionary<string, PrioritizedAction> onDraw; //抽到此卡牌时
public OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>> onBeforePlay; //使用此卡牌前,参数为目标列表
public OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>> onAfterPlay; //使用此卡牌后,参数为目标列表
public OrderedDictionary<string, PrioritizedCheckAndEffect> onInitiativeDiscard; //此卡牌被主动弃牌时如果读到任意一个true打断弃牌行为执行所有对应效果
public OrderedDictionary<string, PrioritizedAction> onExhaust; //此卡牌被消耗时
public EventSubmodule(CardLogicBase card) : base(card)
{
onTargeting += card.TargetingEffect;
onUntargeting = card.UntargetingEffect;
onCombatStart = new OrderedDictionary<string, EventUnit>();
onCombatEnd = new OrderedDictionary<string, EventUnit>();
onCombatStart = new OrderedDictionary<string, PrioritizedAction>();
onCombatEnd = new OrderedDictionary<string, PrioritizedAction>();
onRoundStart = new OrderedDictionary<string, EventUnit>();
onRoundEnd = new OrderedDictionary<string, EventUnit>();
onRoundStart = new OrderedDictionary<string, PrioritizedAction>();
onRoundEnd = new OrderedDictionary<string, PrioritizedAction>();
onActionStart = new OrderedDictionary<string, EventUnit>();
onActionEnd = new OrderedDictionary<string, EventUnit>();
onActionStart = new OrderedDictionary<string, PrioritizedAction>();
onActionEnd = new OrderedDictionary<string, PrioritizedAction>();
onDraw = new OrderedDictionary<string, EventUnit>();
onBeforePlay = new OrderedDictionary<string, EventUnit<List<CharacterBase>>>();
onAfterPlay = new OrderedDictionary<string, EventUnit<List<CharacterBase>>>();
onDiscard = new OrderedDictionary<string, EventUnit>();
onExhaust = new OrderedDictionary<string, EventUnit>();
onDraw = new OrderedDictionary<string, PrioritizedAction>();
onBeforePlay = new OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>>();
onAfterPlay = new OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>>();
onInitiativeDiscard = new OrderedDictionary<string, PrioritizedCheckAndEffect>();
onExhaust = new OrderedDictionary<string, PrioritizedAction>();
}
}