namespace SepCore.Battle { /// /// 玩家输入快照,是进入本场战斗时的值快照。 /// 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。 /// public sealed class BattlePlayerInput { /// /// 角色配置标识;同时用于把结果回写到单局角色状态。 /// public readonly int CharacterId; /// /// 当前战备中的顺序。 /// public readonly int PartyOrder; /// /// 单局临时状态中的当前 HP。 /// public readonly int CurrentHp; /// /// 单局临时状态中的当前 MP。 /// public readonly int CurrentMp; /// /// 已结算装备加成的最终 HP 上限。 /// public readonly int MaxHp; /// /// 已结算装备加成的最终 MP 上限。 /// public readonly int MaxMp; /// /// 已结算装备加成的最终攻击。 /// public readonly int Atk; /// /// 已结算装备加成的最终魔力。 /// public readonly int Mat; /// /// 已结算装备加成的最终速度。 /// public readonly int Speed; /// /// 普通攻击行动配置 ID。 /// public readonly int AttackActionId; /// /// 该角色首版唯一技能行动配置 ID。 /// public readonly int SkillActionId; public BattlePlayerInput(int characterId, int partyOrder, int currentHp, int currentMp, int maxHp, int maxMp, int atk, int mat, int speed, int attackActionId, int skillActionId) { CharacterId = characterId; PartyOrder = partyOrder; CurrentHp = currentHp; CurrentMp = currentMp; MaxHp = maxHp; MaxMp = maxMp; Atk = atk; Mat = mat; Speed = speed; AttackActionId = attackActionId; SkillActionId = skillActionId; } } }