初始化仓库
This commit is contained in:
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using System.Collections;
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using System.Collections.Generic;
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using Entity;
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using UnityEngine;
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namespace Components
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{
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public class AttackComponent : MonoBehaviour
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{
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private bool _isAttacking = false;
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private List<WeaponBase> _weapons;
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public void SetIsAttacking(bool isAttacking) => _isAttacking = isAttacking;
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public void OnInit()
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{
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}
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public void OnUpdate(float elapsedTime, float realElapseSeconds)
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{
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a2b35b5ae4185cb4cab2d84b0569db3d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,100 @@
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using System.Collections.Generic;
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using CustomEvent;
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using Definition.DataStruct;
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using Entity;
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using UnityEngine;
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namespace Components
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{
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public class BackpackComponent : MonoBehaviour
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{
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/// <summary>
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/// 武器槽容量,由DRRole决定。
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/// </summary>
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private int _weaponCapacity;
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/// <summary>
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/// 玩家类引用。
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/// </summary>
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private Player _player;
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/// <summary>
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/// 武器列表。
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/// </summary>
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private List<WeaponBase> _weapons;
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/// <summary>
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/// 道具列表。
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/// </summary>
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private List<PropItem> _props;
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/// <summary>
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/// 玩家状态组件引用,用于道具效果的应用。
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/// </summary>
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private StatComponent _statComponent;
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/// <summary>
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/// 武器装备槽,在 Editor 中进行配置,表示武器在世界中的显示位置。
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/// </summary>
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[SerializeField] private Transform[] _weaponSlots;
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public void OnInit(Player player, int weaponCapacity)
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{
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_weaponCapacity = weaponCapacity;
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_player = player;
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_weapons = new List<WeaponBase>(_weaponCapacity);
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_props = new List<PropItem>();
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_statComponent = GetComponent<StatComponent>();
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}
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public void OnReset()
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{
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_weapons.Clear();
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_props.Clear();
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}
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public bool AttachWeapon(WeaponBase weapon)
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{
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if (_weapons.Count == _weaponCapacity) return false;
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GameEntry.Entity.AttachEntity(weapon.Id, _player.Id, _weaponSlots[_weapons.Count]);
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_weapons.Add(weapon);
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weapon.SetEnabled(true);
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return true;
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}
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public bool DetachWeapon(WeaponBase weapon)
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{
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bool result = _weapons.Remove(weapon);
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if (result)
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{
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GameEntry.Entity.DetachEntity(weapon.Id, _player.Id);
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}
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return result;
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}
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public bool AttachProp(PropItem prop)
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{
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_props.Add(prop);
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prop.OnAttach(_statComponent);
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return true;
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}
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public bool DetachProp(PropItem prop)
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{
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_props.Remove(prop);
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prop.OnDetach(_statComponent);
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return true;
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}
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public void SetWeaponState(bool state)
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{
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if (_weapons == null) return;
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foreach (var weapon in _weapons)
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{
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weapon.SetEnabled(state);
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2980af28a40c84247a688f6b684dd4c3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,122 @@
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using System;
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using CustomEvent;
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using Definition.DataStruct;
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using Definition.Enum;
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using UnityEngine;
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namespace Components
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{
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public class HealthComponent : MonoBehaviour
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{
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private int _maxHealthBase;
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private int _currentHealth;
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private bool _isDead => _currentHealth <= 0;
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private StatComponent _statComponent;
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private StatProperty _maxHealthStat;
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private Action<StatModifier, bool> _maxHealthStatCallback;
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public StatProperty MaxHealthStat => _maxHealthStat;
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private StatProperty _defenseStat;
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private Action<StatModifier, bool> _defenseStatCallback;
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public StatProperty DefenseStat => _defenseStat;
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private StatProperty _dodgeStat;
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private Action<StatModifier, bool> _dodgeStatCallback;
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public StatProperty DodgeStat => _dodgeStat;
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private bool _isPlayer => _statComponent != null;
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public float HealthRatio => MaxHealth > 0 ? (float)CurrentHealth / MaxHealth : 0f;
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public int MaxHealth => Mathf.CeilToInt((_maxHealthBase + _maxHealthStat.Value) * _maxHealthStat.Percent);
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public int CurrentHealth
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{
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get => _currentHealth;
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set => _currentHealth = value;
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}
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#region FSM
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public void OnInit(int maxHealth, StatComponent statComponent = null)
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{
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_maxHealthBase = maxHealth;
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_currentHealth = maxHealth;
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_statComponent = statComponent;
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_statComponent = statComponent;
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if (_statComponent != null)
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{
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_maxHealthStat = _statComponent.GetStat(StatType.MaxHealth);
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_maxHealthStatCallback = (modifier, isApply) =>
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_statComponent.UpdateStat(_maxHealthStat, modifier, isApply);
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_statComponent.Subscribe(StatType.MaxHealth, _maxHealthStatCallback);
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_defenseStat = _statComponent.GetStat(StatType.Defense);
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_defenseStatCallback = (modifier, isApply) =>
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_statComponent.UpdateStat(_defenseStat, modifier, isApply);
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_statComponent.Subscribe(StatType.Defense, _defenseStatCallback);
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_dodgeStat = _statComponent.GetStat(StatType.Dodge);
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_dodgeStatCallback = (modifier, isApply) =>
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_statComponent.UpdateStat(_dodgeStat, modifier, isApply);
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_statComponent.Subscribe(StatType.Dodge, _dodgeStatCallback);
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}
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else
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{
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_maxHealthStat = new StatProperty();
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_defenseStat = new StatProperty();
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_dodgeStat = new StatProperty();
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}
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}
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public void OnReset()
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{
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if (_statComponent != null)
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{
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_statComponent.Unsubscribe(StatType.MaxHealth, _maxHealthStatCallback);
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_maxHealthStatCallback = null;
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_statComponent.Unsubscribe(StatType.Defense, _defenseStatCallback);
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_defenseStatCallback = null;
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_statComponent.Unsubscribe(StatType.Dodge, _dodgeStatCallback);
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_dodgeStatCallback = null;
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}
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_statComponent = null;
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}
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#endregion
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public void TakeDamage(int damage)
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{
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if (_isDead) return;
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if (_dodgeStat.Value > UnityEngine.Random.value)
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{
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damage = 0;
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}
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else
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{
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int defenseValue = (int)_defenseStat.Value;
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float defensePercent = _defenseStat.Percent;
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damage -= defenseValue;
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damage = Mathf.CeilToInt(damage / defensePercent);
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}
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_currentHealth -= damage;
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CauseDamage(damage);
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if (_isPlayer)
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GameEntry.Event.Fire(this, PlayerHealthChangeEventArgs.Create(damage, CurrentHealth, MaxHealth));
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}
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private void CauseDamage(int damage)
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{
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//TODO:受击效果:跳字、粒子
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ce4964a40efccaa4fb22df63713b567b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,51 @@
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using UnityEngine;
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namespace Components
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{
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public class InputComponent : MonoBehaviour
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{
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private PlayerInputActions _inputActions;
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[SerializeField] private bool _isListening = false;
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[SerializeField] private Vector3 _direction = Vector3.zero;
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public Vector3 Direction => _direction;
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public void OnInit()
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{
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_inputActions = new();
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}
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public void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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if (_isListening && _inputActions != null)
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{
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ReadInput();
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}
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}
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public void OnReset()
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{
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_inputActions = null;
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_isListening = false;
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}
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private void ReadInput()
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{
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Vector2 rawDir = _inputActions.Game.Move.ReadValue<Vector2>();
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_direction = new Vector3(rawDir.x, 0, rawDir.y);
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}
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public void SetListening(bool isListening)
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{
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_isListening = isListening;
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if (_isListening)
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{
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_inputActions.Enable();
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}
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else
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{
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_inputActions.Disable();
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,75 @@
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using System;
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using Definition.DataStruct;
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using Definition.Enum;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace Components
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{
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public class MovementComponent : MonoBehaviour
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{
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[SerializeField] private bool _isMoving;
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[SerializeField] private Vector3 _direction;
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[SerializeField] private Transform _cachedTransform;
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public float Speed => (_speedBase + _movementStat.Value) * _movementStat.Percent;
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[SerializeField] private float _speedBase;
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private StatComponent _statComponent;
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private StatProperty _movementStat;
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private Action<StatModifier, bool> _movementStatCallback;
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public void OnInit(float speed, Transform target, StatComponent statComponent = null)
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{
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_speedBase = speed;
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_cachedTransform = target;
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_direction = Vector3.forward;
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_statComponent = statComponent;
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if (_statComponent != null)
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{
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_movementStat = _statComponent.GetStat(StatType.MovementSpeed);
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_movementStatCallback = (modifier, isApply) =>
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_statComponent.UpdateStat(_movementStat, modifier, isApply);
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_statComponent.Subscribe(StatType.MovementSpeed, _movementStatCallback);
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}
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else
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{
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_movementStat = new StatProperty();
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}
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}
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public void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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if (_isMoving && _cachedTransform != null)
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{
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Move(elapseSeconds);
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}
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}
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public void OnReset()
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{
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_speedBase = 0;
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_cachedTransform = null;
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_direction = Vector3.zero;
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_isMoving = false;
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if (_statComponent != null)
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{
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_statComponent.Unsubscribe(StatType.MovementSpeed, _movementStatCallback);
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_movementStatCallback = null;
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}
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_statComponent = null;
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}
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private void Move(float deltaTime = 0)
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{
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this.transform.Translate(Speed * deltaTime * _direction);
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}
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public void SetMove(bool isMoving) => _isMoving = isMoving;
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public void SetDirection(Vector3 direction) => _direction = direction;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9baf591df06b9bb44ba5313457ba84b3
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MonoImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
@@ -0,0 +1,103 @@
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using System;
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using System.Collections.Generic;
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using Definition.DataStruct;
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using Definition.Enum;
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using UnityEngine;
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namespace Components
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{
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public class StatComponent : MonoBehaviour
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{
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private Dictionary<StatType, List<StatModifier>> _statModifiers;
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private Dictionary<StatType, Action<StatModifier, bool>> _statModifierCallbacks;
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public void OnInit()
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{
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_statModifiers = new Dictionary<StatType, List<StatModifier>>();
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_statModifierCallbacks = new Dictionary<StatType, Action<StatModifier, bool>>();
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}
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public void OnReset()
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{
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_statModifiers.Clear();
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_statModifierCallbacks.Clear();
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}
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public void AddModifier(StatModifier modifier)
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{
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if (!_statModifiers.TryGetValue(modifier.StatType, out var modifiers))
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{
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_statModifiers.Add(modifier.StatType, modifiers = new List<StatModifier>());
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modifiers.Add(modifier);
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}
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else
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{
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modifiers.Add(modifier);
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}
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if (_statModifierCallbacks.TryGetValue(modifier.StatType, out var callbacks))
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callbacks?.Invoke(modifier, true);
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}
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public void RemoveModifier(StatModifier modifier)
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{
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if (_statModifiers.TryGetValue(modifier.StatType, out var modifiers))
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{
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_statModifiers[modifier.StatType].Remove(modifier);
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}
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if (_statModifierCallbacks.TryGetValue(modifier.StatType, out var callbacks))
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callbacks?.Invoke(modifier, false);
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}
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public void Subscribe(StatType statType, Action<StatModifier, bool> callback)
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{
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if (!_statModifierCallbacks.TryAdd(statType, callback))
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{
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_statModifierCallbacks[statType] += callback;
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}
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}
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public void Unsubscribe(StatType statType, Action<StatModifier, bool> callback)
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{
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if (!_statModifierCallbacks.TryGetValue(statType, out var callbacks))
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{
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return;
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}
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callbacks -= callback;
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if (callbacks == null)
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{
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_statModifierCallbacks.Remove(statType);
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}
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}
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public StatProperty GetStat(StatType statType)
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{
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var result = new StatProperty();
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if (!_statModifiers.TryGetValue(statType, out var modifiers)) return result;
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foreach (var modifier in modifiers)
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{
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if (modifier.IsPercent) result.Percent += modifier.Value;
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else result.Value += modifier.Value;
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}
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return result;
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}
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public void UpdateStat(StatProperty stat, StatModifier modifier, bool isApply)
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{
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float coef = isApply ? 1f : -1f;
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if (modifier.IsPercent)
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{
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stat.Percent += modifier.Value * coef;
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}
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else
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{
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stat.Value += modifier.Value * coef;
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}
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}
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}
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}
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||||
@@ -0,0 +1,11 @@
|
||||
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assetBundleVariant:
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||||
Reference in New Issue
Block a user