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https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-20 10:59:33 +08:00
使用新的状态管理方法
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@ -32,15 +32,13 @@ namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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if (_durative) RemainDuration = Duration;
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else RemainDurationTurn = DurationTurn;
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character.CharacterEffectStates.Add(this, [CharacterState.SkillRestricted]);
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character.UpdateCharacterState();
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AddEffectStatesToCharacter(character, [CharacterState.SkillRestricted]);
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InterruptCasting(character, Source);
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}
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public override void OnEffectLost(Character character)
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{
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character.CharacterEffectStates.Remove(this);
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character.UpdateCharacterState();
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RemoveEffectStatesFromCharacter(character);
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}
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}
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}
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@ -32,15 +32,13 @@ namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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if (_durative) RemainDuration = Duration;
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else RemainDurationTurn = DurationTurn;
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character.CharacterEffectStates.Add(this, [CharacterState.NotActionable]);
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character.UpdateCharacterState();
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AddEffectStatesToCharacter(character, [CharacterState.NotActionable]);
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InterruptCasting(character, Source);
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}
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public override void OnEffectLost(Character character)
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{
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character.CharacterEffectStates.Remove(this);
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character.UpdateCharacterState();
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RemoveEffectStatesFromCharacter(character);
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}
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}
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}
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@ -36,8 +36,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override void OnEffectGained(Character character)
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{
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Skill.IsInEffect = true;
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character.CharacterEffectTypes.Add(this, [EffectType.Unselectable]);
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character.UpdateCharacterState();
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AddEffectTypeToCharacter(character, [EffectType.Unselectable]);
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character.ExSPD += 100;
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character.ExCritRate += 0.08;
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GamingQueue?.InterruptCastingAsync(character);
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@ -49,8 +48,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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if (!破隐一击)
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{
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// 在没有打出破隐一击的情况下,恢复角色状态
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character.CharacterEffectTypes.Remove(this);
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character.UpdateCharacterState();
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RemoveEffectTypesFromCharacter(character);
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}
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character.ExSPD -= 100;
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character.ExCritRate -= 0.08;
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@ -62,8 +60,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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{
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首次伤害 = false;
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破隐一击 = true;
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character.CharacterEffectTypes.Remove(this);
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character.UpdateCharacterState();
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RemoveEffectTypesFromCharacter(character);
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double d = 伤害加成;
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WriteLine($"[ {character} ] 触发了疾风步破隐一击,获得了 [ {d:0.##} ] 点伤害加成!");
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return d;
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@ -1,4 +1,5 @@
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using System.Globalization;
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using System.Security.Cryptography;
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.Extensions.Logging;
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using Milimoe.FunGame.Core.Api.Transmittal;
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@ -23,6 +24,35 @@ namespace Oshima.FunGame.WebAPI.Controllers
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return msg.Encrypt(key);
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}
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[HttpGet("gethmacsha256")]
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public string UseHMACSHA256(string msg, string key)
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{
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return Encryption.HmacSha256(msg, key);
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}
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[HttpGet("getrsa")]
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public string GetRSA(string msg, string key)
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{
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return Encryption.RSADecrypt(msg, key);
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}
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[HttpGet("setrsa")]
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public string SetRSA(string msg, string key)
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{
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return Encryption.RSAEncrypt(msg, key);
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}
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/// <summary>
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/// 1: public, 2: private
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/// </summary>
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/// <returns></returns>
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[HttpGet("getxml")]
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public string[] GetRSAXMLString()
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{
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using RSACryptoServiceProvider rsa = new();
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return [rsa.ToXmlString(false), rsa.ToXmlString(true)];
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}
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[HttpGet("getlastlogintime")]
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public string GetLastLoginTime()
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{
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