mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-22 03:49:35 +08:00
150 lines
5.3 KiB
C#
150 lines
5.3 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.ItemEffects;
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using Oshima.FunGame.OshimaModules.Skills;
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namespace Oshima.FunGame.OshimaModules.Items
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{
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public class 回复药
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{
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public interface HPBook
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{
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public double HP { get; set; }
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}
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public static void Init(Item item, double exp, int remainUseTimes = 1)
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{
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item.Skills.Active = new 回复药技能(item, exp);
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item.RemainUseTimes = remainUseTimes;
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item.IsInGameItem = false;
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item.IsReduceTimesAfterUse = true;
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item.IsRemoveAfterUse = true;
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}
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public static string UseItem(Item item, Character character)
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{
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if (item.Skills.Active != null)
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{
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item.Skills.Active.OnSkillCasted([character]);
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string msg = $"对角色 [ {character} ] 使用 [ {item.Name} ] 成功!";
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if (item is HPBook hpBook)
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{
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msg += $"回复了 {hpBook.HP} 点生命值!";
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}
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return msg;
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}
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return "此物品没有主动技能,无法被使用!";
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}
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public static bool OnItemUsed(Item item, Dictionary<string, object> args)
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{
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string msg = "";
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bool result = false;
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Character[] targets = [];
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string key = args.Keys.FirstOrDefault(s => s.Equals("targets", StringComparison.CurrentCultureIgnoreCase)) ?? "";
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if (key != "" && args.TryGetValue(key, out object? value) && value is Character[] temp)
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{
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if (temp.Length > 0)
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{
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targets = [temp[0]];
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msg = UseItem(item, temp[0]);
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result = true;
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}
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else
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{
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msg = $"使用物品失败,没有作用目标!";
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}
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}
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args["msg"] = msg;
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key = args.Keys.FirstOrDefault(s => s.Equals("useCount", StringComparison.CurrentCultureIgnoreCase)) ?? "";
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if (key != "" && args.TryGetValue(key, out value) && value is int count && targets.Length > 0)
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{
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string truemsg = $"对角色 [ {targets[0]} ] 使用 {count} 个 [ {item.Name} ] 成功!";
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if (item is HPBook expBook)
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{
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truemsg += $"回复了 {expBook.HP * count} 点生命值!";
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}
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args["truemsg"] = truemsg;
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}
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return result;
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}
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}
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public class 小回复药 : Item, 回复药.HPBook
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{
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public override long Id => (long)ConsumableID.小回复药;
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public override string Name => "小回复药";
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public override string Description => Skills.Active?.Description ?? "";
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public override QualityType QualityType => QualityType.White;
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public double HP { get; set; } = 300;
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public 小回复药(User? user = null, int remainUseTimes = 1) : base(ItemType.Consumable)
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{
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User = user;
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回复药.Init(this, HP, remainUseTimes);
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}
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protected override bool OnItemUsed(Dictionary<string, object> args)
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{
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return 回复药.OnItemUsed(this, args);
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}
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}
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public class 中回复药 : Item, 回复药.HPBook
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{
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public override long Id => (long)ConsumableID.中回复药;
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public override string Name => "中回复药";
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public override string Description => Skills.Active?.Description ?? "";
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public override QualityType QualityType => QualityType.Green;
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public double HP { get; set; } = 700;
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public 中回复药(User? user = null, int remainUseTimes = 1) : base(ItemType.Consumable)
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{
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User = user;
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回复药.Init(this, HP, remainUseTimes);
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}
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protected override bool OnItemUsed(Dictionary<string, object> args)
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{
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return 回复药.OnItemUsed(this, args);
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}
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}
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public class 大回复药 : Item, 回复药.HPBook
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{
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public override long Id => (long)ConsumableID.大回复药;
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public override string Name => "大回复药";
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public override string Description => Skills.Active?.Description ?? "";
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public override QualityType QualityType => QualityType.Blue;
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public double HP { get; set; } = 1500;
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public 大回复药(User? user = null, int remainUseTimes = 1) : base(ItemType.Consumable)
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{
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User = user;
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回复药.Init(this, HP, remainUseTimes);
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}
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protected override bool OnItemUsed(Dictionary<string, object> args)
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{
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return 回复药.OnItemUsed(this, args);
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}
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}
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public class 回复药技能 : Skill
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{
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public override long Id => (long)ItemActiveID.回复药;
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public override string Name => "回复药";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public 回复药技能(Item? item = null, double hp = 0) : base(SkillType.Item)
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{
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Level = 1;
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Item = item;
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Effects.Add(new RecoverHP(this, new()
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{
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{ "hp", hp }
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}));
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}
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}
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}
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