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

@@ -8,52 +8,52 @@ namespace Continentis.MainGame.Character
{
public partial class EventSubmodule : SubmoduleBase<CharacterBase>
{
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<List<CharacterBase>>> onStartAttack; //开始攻击时,参数为被攻击目标列表
public OrderedDictionary<string, EventUnit<List<CharacterBase>, List<AttackResult>>> onFinishAttack; //完成攻击时,参数为被攻击目标列表和对应的攻击结果列表
public OrderedDictionary<string, EventUnit<CharacterBase, AttackResult>> onGetAttacked; //被攻击时,参数为攻击者和攻击结果
public OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>> onStartAttack; //开始攻击时,参数为被攻击目标列表
public OrderedDictionary<string, PrioritizedAction<List<CharacterBase>, List<AttackResult>>> onFinishAttack; //完成攻击时,参数为被攻击目标列表和对应的攻击结果列表
public OrderedDictionary<string, PrioritizedAction<CharacterBase, AttackResult>> onGetAttacked; //被攻击时,参数为攻击者和攻击结果
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<CardInstance, List<CharacterBase>>> onBeforePlayCard; //使用卡牌前,参数为使用的卡牌
public OrderedDictionary<string, EventUnit<CardInstance, List<CharacterBase>>> onAfterPlayCard; //使用卡牌后,参数为使用的卡牌
public OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>> onBeforePlayCard; //使用卡牌前,参数为使用的卡牌
public OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>> onAfterPlayCard; //使用卡牌后,参数为使用的卡牌
public EventSubmodule(CharacterBase character) : base(character)
{
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>();
onStartAttack = new OrderedDictionary<string, EventUnit<List<CharacterBase>>>();
onFinishAttack = new OrderedDictionary<string, EventUnit<List<CharacterBase>, List<AttackResult>>>();
onGetAttacked = new OrderedDictionary<string, EventUnit<CharacterBase, AttackResult>>();
onStartAttack = new OrderedDictionary<string, PrioritizedAction<List<CharacterBase>>>();
onFinishAttack = new OrderedDictionary<string, PrioritizedAction<List<CharacterBase>, List<AttackResult>>>();
onGetAttacked = new OrderedDictionary<string, PrioritizedAction<CharacterBase, AttackResult>>();
onBeforePlayCard = new OrderedDictionary<string, EventUnit<CardInstance, List<CharacterBase>>>();
onAfterPlayCard = new OrderedDictionary<string, EventUnit<CardInstance, List<CharacterBase>>>();
onBeforePlayCard = new OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>>();
onAfterPlayCard = new OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>>();
onActionStart.InsertByPriority("StaminaRecover", new EventUnit(() =>
onActionStart.InsertByPriority("StaminaRecover", new PrioritizedAction(() =>
{
owner.ModifyAttribute("Stamina", owner.GetAttribute("StaminaRecoverPerAction"));
owner.ClampAttribute("Stamina", 0, owner.GetAttribute("MaximumStamina"));
}, 999));
onActionStart.InsertByPriority("ManaRecover", new EventUnit(() =>
onActionStart.InsertByPriority("ManaRecover", new PrioritizedAction(() =>
{
owner.ModifyAttribute("Mana", owner.GetAttribute("ManaRecoverPerAction"));
owner.ClampAttribute("Mana", 0, owner.GetAttribute("MaximumMana"));
}, 999));
onActionStart.InsertByPriority("DefenseReset", new EventUnit(() =>
onActionStart.InsertByPriority("DefenseReset", new PrioritizedAction(() =>
{
if (owner.GetAttribute("KeepBlockOnActionStart") <= 0)
{