除了充盈都做完了
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@@ -12,40 +12,40 @@ namespace Continentis.MainGame.Card
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public UnityAction<CharacterBase> onTargeting; //选中目标时
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public UnityAction onUntargeting; //取消选中目标时
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public OrderedDictionary<string, EventUnit> onCombatStart; //战斗开始时
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public OrderedDictionary<string, EventUnit> onCombatEnd; //战斗结束时
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public OrderedDictionary<string, PrioritizedAction> onCombatStart; //战斗开始时
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public OrderedDictionary<string, PrioritizedAction> onCombatEnd; //战斗结束时
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public OrderedDictionary<string, EventUnit> onRoundStart; //每回合开始时
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public OrderedDictionary<string, EventUnit> onRoundEnd; //每回合结束时
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public OrderedDictionary<string, PrioritizedAction> onRoundStart; //每回合开始时
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public OrderedDictionary<string, PrioritizedAction> onRoundEnd; //每回合结束时
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public OrderedDictionary<string, EventUnit> onActionStart; //每次行动开始时
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public OrderedDictionary<string, EventUnit> onActionEnd; //每次行动结束时
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public OrderedDictionary<string, PrioritizedAction> onActionStart; //每次行动开始时
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public OrderedDictionary<string, PrioritizedAction> onActionEnd; //每次行动结束时
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public OrderedDictionary<string, EventUnit> onDraw; //抽到此卡牌时
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public OrderedDictionary<string, EventUnit<List<CharacterBase>>> onBeforePlay; //使用此卡牌前,参数为目标列表
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public OrderedDictionary<string, EventUnit<List<CharacterBase>>> onAfterPlay; //使用此卡牌后,参数为目标列表
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public OrderedDictionary<string, EventUnit> onDiscard; //此卡牌被弃牌时
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public OrderedDictionary<string, EventUnit> onExhaust; //此卡牌被消耗时
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public OrderedDictionary<string, PrioritizedAction> onDraw; //抽到此卡牌时
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public OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>> onBeforePlay; //使用此卡牌前,参数为目标列表
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public OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>> onAfterPlay; //使用此卡牌后,参数为目标列表
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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
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public OrderedDictionary<string, PrioritizedAction> onExhaust; //此卡牌被消耗时
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public EventSubmodule(CardLogicBase card) : base(card)
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{
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onTargeting += card.TargetingEffect;
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onUntargeting = card.UntargetingEffect;
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onCombatStart = new OrderedDictionary<string, EventUnit>();
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onCombatEnd = new OrderedDictionary<string, EventUnit>();
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onCombatStart = new OrderedDictionary<string, PrioritizedAction>();
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onCombatEnd = new OrderedDictionary<string, PrioritizedAction>();
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onRoundStart = new OrderedDictionary<string, EventUnit>();
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onRoundEnd = new OrderedDictionary<string, EventUnit>();
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onRoundStart = new OrderedDictionary<string, PrioritizedAction>();
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onRoundEnd = new OrderedDictionary<string, PrioritizedAction>();
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onActionStart = new OrderedDictionary<string, EventUnit>();
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onActionEnd = new OrderedDictionary<string, EventUnit>();
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onActionStart = new OrderedDictionary<string, PrioritizedAction>();
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onActionEnd = new OrderedDictionary<string, PrioritizedAction>();
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onDraw = new OrderedDictionary<string, EventUnit>();
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onBeforePlay = new OrderedDictionary<string, EventUnit<List<CharacterBase>>>();
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onAfterPlay = new OrderedDictionary<string, EventUnit<List<CharacterBase>>>();
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onDiscard = new OrderedDictionary<string, EventUnit>();
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onExhaust = new OrderedDictionary<string, EventUnit>();
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onDraw = new OrderedDictionary<string, PrioritizedAction>();
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onBeforePlay = new OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>>();
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onAfterPlay = new OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>>();
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onInitiativeDiscard = new OrderedDictionary<string, PrioritizedCheckAndEffect>();
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onExhaust = new OrderedDictionary<string, PrioritizedAction>();
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}
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}
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