使用 GamingQueue

This commit is contained in:
milimoe 2024-10-20 23:26:38 +08:00
parent dd16b49428
commit 48e40f864d
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
9 changed files with 10 additions and 9 deletions

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@ -22,7 +22,7 @@ namespace Oshima.FunGame.OshimaModules.Effects
public (Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill) public (Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
{ {
ActionQueue = skill.ActionQueue; GamingQueue = skill.GamingQueue;
_sourceCharacter = sourceCharacter; _sourceCharacter = sourceCharacter;
_durative = durative; _durative = durative;
_duration = duration; _duration = duration;

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@ -17,7 +17,7 @@ namespace Oshima.FunGame.OshimaModules.Effects
public (Skill skill, Character sourceCharacter) : base(skill) public (Skill skill, Character sourceCharacter) : base(skill)
{ {
ActionQueue = skill.ActionQueue; GamingQueue = skill.GamingQueue;
_sourceCharacter = sourceCharacter; _sourceCharacter = sourceCharacter;
} }
} }

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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
public (Skill skill, Character? source, Item? item, double exCdr) : base(skill) public (Skill skill, Character? source, Item? item, double exCdr) : base(skill)
{ {
ActionQueue = skill.ActionQueue; GamingQueue = skill.GamingQueue;
Source = source; Source = source;
Item = item; Item = item;
= exCdr; = exCdr;

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@ -42,7 +42,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
public (Skill skill, Character? source, Item? item, double reduce) : base(skill) public (Skill skill, Character? source, Item? item, double reduce) : base(skill)
{ {
ActionQueue = skill.ActionQueue; GamingQueue = skill.GamingQueue;
Source = source; Source = source;
Item = item; Item = item;
= reduce; = reduce;

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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
public (Skill skill, Character? source, Item? item, double exATK) : base(skill) public (Skill skill, Character? source, Item? item, double exATK) : base(skill)
{ {
ActionQueue = skill.ActionQueue; GamingQueue = skill.GamingQueue;
Source = source; Source = source;
Item = item; Item = item;
= exATK; = exATK;

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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
public (Skill skill, Character? source, Item? item, double reduce) : base(skill) public (Skill skill, Character? source, Item? item, double reduce) : base(skill)
{ {
ActionQueue = skill.ActionQueue; GamingQueue = skill.GamingQueue;
Source = source; Source = source;
Item = item; Item = item;
= reduce; = reduce;

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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
public (Skill skill, Character? source, Item? item, double exDef) : base(skill) public (Skill skill, Character? source, Item? item, double exDef) : base(skill)
{ {
ActionQueue = skill.ActionQueue; GamingQueue = skill.GamingQueue;
Source = source; Source = source;
Item = item; Item = item;
= exDef; = exDef;

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@ -34,12 +34,12 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult) public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{ {
if (character == Skill.Character && isNormalAttack && == 0 && ! && ActionQueue != null) if (character == Skill.Character && isNormalAttack && == 0 && ! && GamingQueue != null)
{ {
WriteLine($"[ {character} ] 发动了心灵之火!额外进行一次普通攻击!"); WriteLine($"[ {character} ] 发动了心灵之火!额外进行一次普通攻击!");
= ; = ;
= true; = true;
character.NormalAttack.Attack(ActionQueue, character, enemy); character.NormalAttack.Attack(GamingQueue, character, enemy);
} }
if (character == Skill.Character && ) if (character == Skill.Character && )

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@ -80,6 +80,7 @@ namespace Oshima.FunGame.OshimaServers
break; break;
case GamingType.None: case GamingType.None:
default: default:
await Task.Delay(1);
break; break;
} }