Files
Continentis/Assets/Scripts/MainGame/Character/CharacterMainFunctions.cs
2025-10-31 10:02:30 -04:00

274 lines
9.8 KiB
C#

using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Equipment;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using UnityEngine;
namespace Continentis.MainGame.Character
{
public partial class CharacterBase
{
public virtual void InitializeCards()
{
string initialPile = this is PlayerHero ? "Draw" : "Pool";
foreach (string cardDataID in data.initialDeckRef)
{
CardInstance.GenerateCardInstance(ModManager.GetData<CardData>(cardDataID), this, initialPile);
}
foreach (EquipmentBase equipment in equipmentSubmodule.currentEquipments)
{
foreach (string cardDataID in equipment.equipmentData.belongingCardDataRefs)
{
CardInstance.GenerateCardInstance(ModManager.GetData<CardData>(cardDataID), this, initialPile);
}
}
}
}
public partial class CharacterBase
{
/// <summary>
/// 检查是否有足够的体力
/// </summary>
public bool CheckEnoughStamina(int staminaCost)
{
return GetAttribute("Stamina") >= staminaCost;
}
/// <summary>
/// 消耗体力
/// </summary>
public void ModifyStamina(int staminaValue)
{
ModifyAttribute("Stamina", staminaValue);
ClampAttribute("Stamina", 0, GetAttribute("MaximumStamina"));
}
/// <summary>
/// 检查是否有足够的魔法
/// </summary>
public bool CheckEnoughMana(int manaCost)
{
return GetAttribute("Mana") >= manaCost;
}
/// <summary>
/// 消耗魔法
/// </summary>
public void ModifyMana(int manaValue)
{
ModifyAttribute("Mana", manaValue);
ClampAttribute("Stamina", 0, GetAttribute("MaximumStamina"));
}
}
public partial class CharacterBase
{
/// <summary>
/// 攻击目标
/// </summary>
/// <param name="target">目标</param>
/// <param name="startDamage">初始伤害</param>
/// <param name="ignoreDodge">是否无视闪避</param>
/// <param name="ignoreBlock">是否无视格挡</param>
/// <param name="ignoreShield">是否无视护盾</param>
/// <returns>实际造成的伤害</returns>
public AttackResult Attack(CharacterBase target, int startDamage, bool triggerAttackEvent = true, bool ignoreDodge = false, bool ignoreBlock = false, bool ignoreShield = false)
{
eventSubmodule.onStartAttack.Invoke(new List<CharacterBase> { target });
//闪避检测:如果闪避成功,直接结束
int modifiedStartDamageForDodge = Mathf.RoundToInt(startDamage * GetRawAttribute("DodgeCheckStartDamageMultiplier", 1));
bool dodged = !ignoreDodge && target.CheckDodge(modifiedStartDamageForDodge);
int hurt = 0;
int blocked = 0;
int shielded = 0;
if (!dodged)
{
int remainingDamageAfterBlock = ignoreBlock ? startDamage : target.CheckBlock(startDamage);
if (remainingDamageAfterBlock > 0)
{
blocked = startDamage - remainingDamageAfterBlock;
int remainingDamageAfterShield = ignoreShield ? remainingDamageAfterBlock : target.CheckShield(remainingDamageAfterBlock);
if (remainingDamageAfterShield > 0)
{
shielded = remainingDamageAfterBlock - remainingDamageAfterShield;
hurt = remainingDamageAfterShield;
target.HealthRemoval(remainingDamageAfterShield);
}
}
}
target.characterView.hudContainer.enablingHUDs["MainAttributesBar"].UpdateHud();
AttackResult attackResult = new AttackResult(this, startDamage, dodged, blocked, shielded, hurt);
if (triggerAttackEvent)
{
eventSubmodule.onFinishAttack.Invoke(new List<CharacterBase> { target }, new List<AttackResult> { attackResult });
}
return attackResult;
}
/// <summary>
/// 检查闪避(闪避失败后会清空闪避值)
/// </summary>
/// <param name="damage">即将受到的伤害</param>
/// <returns>是否闪避成功</returns>
public bool CheckDodge(int damage)
{
int dodge = attributeSubmodule.GetRoundCurrentGeneralAttribute("Dodge");
if (dodge > 0)
{
bool success = damage <= dodge;
if (!success)
{
attributeSubmodule.generalAttributeGroup.current["Dodge"] = 0;
}
MainGameManager.Instance.basePrefabs.GenerateInfoText("Dodged!", characterView);
return success;
}
return false;
}
/// <summary>
/// 检查格挡(并且扣除格挡值)
/// </summary>
/// <param name="damage">即将受到的伤害</param>
/// <returns>格挡之后的剩余伤害</returns>
public int CheckBlock(int damage)
{
int block = attributeSubmodule.GetRoundCurrentGeneralAttribute("Block");
if (block > 0)
{
bool success = damage <= block;
int remainingDamage = 0;
int blockedDamage = block;
if (!success)
{
attributeSubmodule.generalAttributeGroup.current["Block"] = 0;
remainingDamage = damage - block;
}
else
{
attributeSubmodule.generalAttributeGroup.current["Block"] = block - damage;
blockedDamage = damage;
}
MainGameManager.Instance.basePrefabs.GenerateBlockedText(blockedDamage, characterView);
return remainingDamage;
}
return damage;
}
/// <summary>
/// 检查护盾(并且扣除护盾值)
/// </summary>
/// <param name="damage">即将受到的伤害</param>
/// <returns>护盾之后的剩余伤害</returns>
public int CheckShield(int damage)
{
int shield = attributeSubmodule.GetRoundCurrentGeneralAttribute("Shield");
if (shield > 0)
{
bool success = damage <= shield;
int remainingDamage = 0;
int blockedDamage = shield;
if (!success)
{
attributeSubmodule.generalAttributeGroup.current["Shield"] = 0;
remainingDamage = damage - shield;
}
else
{
attributeSubmodule.generalAttributeGroup.current["Shield"] = shield - damage;
blockedDamage = damage;
}
MainGameManager.Instance.basePrefabs.GenerateBlockedText(blockedDamage, characterView);
return remainingDamage;
}
return damage;
}
public void HealthRemoval(int damage)
{
ModifyAttribute("Health", -damage);
MainGameManager.Instance.basePrefabs.GenerateHurtText(damage, characterView);
}
public void Heal(int heal)
{
if (heal <= 0) return;
ModifyAttribute("Health", heal);
ClampAttribute("Health", 0, GetAttribute("MaximumHealth"));
MainGameManager.Instance.basePrefabs.GenerateHealText(heal, characterView);
characterView.hudContainer.UpdateAllHUD();
}
}
public partial class CharacterBase
{
/// <summary>
/// 添加格挡(格挡每回合结束后会清空)
/// </summary>
public void AddBlock(int baseBlock, bool applyOffsetAndModifier = true, CharacterBase target = null)
{
target ??= this;
if (!applyOffsetAndModifier)
{
target.ModifyAttribute("Block", baseBlock);
}
else
{
int baseBlockAfterOffset = baseBlock + GetAttribute("BlockGainOffset");
int finalBlock = Mathf.RoundToInt(baseBlockAfterOffset * GetRawAttribute("BlockGainMultiplier", 1));
target.ModifyAttribute("Block", finalBlock);
}
target.characterView.hudContainer.UpdateAllHUD();
}
/// <summary>
/// 添加闪避(闪避在回合结束后或被击中后清空)
/// </summary>
public void AddDodge(int dodge, CharacterBase target = null)
{
int baseDodgeAfterOffset = dodge + GetAttribute("DodgeGainOffset");
int finalDodge = Mathf.RoundToInt(baseDodgeAfterOffset * GetRawAttribute("DodgeGainMultiplier", 1));
target ??= this;
target.ModifyAttribute("Dodge", finalDodge);
target.characterView.hudContainer.UpdateAllHUD();
}
/// <summary>
/// 添加护盾(护盾不会自动清空)
/// </summary>
public void AddShield(int shield, CharacterBase target = null)
{
int baseShieldAfterOffset = shield + GetAttribute("ShieldGainOffset");
int finalShield = Mathf.RoundToInt(baseShieldAfterOffset * GetRawAttribute("ShieldGainMultiplier", 1));
target ??= this;
target.ModifyAttribute("Shield", finalShield);
target.characterView.hudContainer.UpdateAllHUD();
}
}
}