Files
Continentis/Assets/Scripts/MainGame/Equipment/EquipmentSubmodules/EventSubmodule.cs
SoulliesOfficial 9b1b5ca93f initial
2025-10-03 00:02:43 -04:00

39 lines
2.0 KiB
C#

using System.Collections.Generic;
using Continentis.MainGame.Character;
using SoftCircuits.Collections;
using UnityEngine;
namespace Continentis.MainGame.Equipment
{
public class EventSubmodule : SubmoduleBase<EquipmentBase>
{
public OrderedDictionary<string, EventUnit> onCombatStart; //战斗开始时
public OrderedDictionary<string, EventUnit> 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, 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, EventUnit> onActionStart; //每次行动开始时
public OrderedDictionary<string, EventUnit> onActionEnd; //每次行动结束时
public EventSubmodule(EquipmentBase equipment) : base(equipment)
{
onCombatStart = new OrderedDictionary<string, EventUnit>();
onCombatEnd = new OrderedDictionary<string, EventUnit>();
onRoundStart = new OrderedDictionary<string, EventUnit>();
onRoundEnd = new OrderedDictionary<string, EventUnit>();
onActionStart = new OrderedDictionary<string, EventUnit>();
onActionEnd = new OrderedDictionary<string, EventUnit>();
onStartAttack = new OrderedDictionary<string, EventUnit<List<CharacterBase>>>();
onFinishAttack = new OrderedDictionary<string, EventUnit<List<CharacterBase>, List<AttackResult>>>();
onGetAttacked = new OrderedDictionary<string, EventUnit<CharacterBase, AttackResult>>();
}
}
}