M0 回合制战斗壳层:接口与单局状态、调试入口、暂停联动
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namespace SepCore.Battle
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{
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/// <summary>
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/// 玩家输入快照,是进入本场战斗时的值快照。
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/// 装备计算由单局角色快照构建器完成;战斗内核不读取角色存档、装备栏或背包。
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/// </summary>
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public sealed class BattlePlayerInput
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{
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/// <summary>
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/// 角色配置标识;同时用于把结果回写到单局角色状态。
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/// </summary>
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public readonly int CharacterId;
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/// <summary>
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/// 当前战备中的顺序。
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/// </summary>
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public readonly int PartyOrder;
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/// <summary>
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/// 单局临时状态中的当前 HP。
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/// </summary>
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public readonly int CurrentHp;
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/// <summary>
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/// 单局临时状态中的当前 MP。
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/// </summary>
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public readonly int CurrentMp;
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/// <summary>
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/// 已结算装备加成的最终 HP 上限。
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/// </summary>
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public readonly int MaxHp;
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/// <summary>
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/// 已结算装备加成的最终 MP 上限。
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/// </summary>
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public readonly int MaxMp;
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/// <summary>
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/// 已结算装备加成的最终攻击。
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/// </summary>
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public readonly int Atk;
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/// <summary>
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/// 已结算装备加成的最终魔力。
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/// </summary>
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public readonly int Mat;
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/// <summary>
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/// 已结算装备加成的最终速度。
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/// </summary>
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public readonly int Speed;
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/// <summary>
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/// 普通攻击行动配置 ID。
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/// </summary>
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public readonly int AttackActionId;
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/// <summary>
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/// 该角色首版唯一技能行动配置 ID。
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/// </summary>
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public readonly int SkillActionId;
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public BattlePlayerInput(int characterId, int partyOrder, int currentHp, int currentMp,
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int maxHp, int maxMp, int atk, int mat, int speed, int attackActionId, int skillActionId)
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{
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CharacterId = characterId;
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PartyOrder = partyOrder;
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CurrentHp = currentHp;
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CurrentMp = currentMp;
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MaxHp = maxHp;
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MaxMp = maxMp;
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Atk = atk;
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Mat = mat;
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Speed = speed;
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AttackActionId = attackActionId;
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SkillActionId = skillActionId;
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}
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}
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}
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