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.CustomComponent
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{
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/// <summary>
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/// 单局临时角色状态。
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/// 数值由单局快照构建器在开战前从角色与装备结算得到;战斗期间只读,战斗结束回写当前 HP/MP。
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/// </summary>
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public sealed class RunPlayerState
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{
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/// <summary>
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/// 角色配置标识。
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/// </summary>
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public int CharacterId;
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/// <summary>
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/// 当前战备中的顺序,1 开始。
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/// </summary>
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public int PartyOrder;
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/// <summary>
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/// 当前 HP。
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/// </summary>
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public int CurrentHp;
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/// <summary>
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/// 当前 MP。
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/// </summary>
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public 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 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 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 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 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 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 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 int SkillActionId;
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}
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}
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