diff --git a/Entity/Item/Item.cs b/Entity/Item/Item.cs
index 136793a..8e4b865 100644
--- a/Entity/Item/Item.cs
+++ b/Entity/Item/Item.cs
@@ -1,8 +1,8 @@
using System.Text;
+using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
-using Milimoe.FunGame.Core.Model;
namespace Milimoe.FunGame.Core.Entity
{
@@ -149,7 +149,7 @@ namespace Milimoe.FunGame.Core.Entity
{
foreach (Effect e in skill.AddInactiveEffectToCharacter())
{
- e.ActionQueue = skill.ActionQueue;
+ e.GamingQueue = skill.GamingQueue;
if (Character != null && !Character.Effects.Contains(e))
{
Character.Effects.Add(e);
@@ -213,7 +213,7 @@ namespace Milimoe.FunGame.Core.Entity
///
/// 局内使用物品触发 对某个角色使用
///
- public void UseItem(ActionQueue queue, Character character, List enemys, List teammates)
+ public void UseItem(IGamingQueue queue, Character character, List enemys, List teammates)
{
OnItemUsed(character, this);
Skills.Active?.OnSkillCasted(queue, character, enemys, teammates);
@@ -307,7 +307,7 @@ namespace Milimoe.FunGame.Core.Entity
StringBuilder builder = new();
builder.AppendLine($"【{Name}】");
- builder.AppendLine($"{ItemSet.GetItemTypeName(ItemType)}" + (IsPurchasable && Price > 0 ? $" 售价:{Price:0.##}" : ""));
+ builder.AppendLine($"{ItemSet.GetItemTypeName(ItemType)}" + (IsPurchasable && Price > 0 ? $" 售价:{Price}" : ""));
if (RemainUseTimes > 0)
{
diff --git a/Entity/Skill/Effect.cs b/Entity/Skill/Effect.cs
index 9c45dcd..0757326 100644
--- a/Entity/Skill/Effect.cs
+++ b/Entity/Skill/Effect.cs
@@ -1,8 +1,8 @@
using System.Text;
using Milimoe.FunGame.Core.Api.Utility;
+using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Constant;
-using Milimoe.FunGame.Core.Model;
namespace Milimoe.FunGame.Core.Entity
{
@@ -88,7 +88,7 @@ namespace Milimoe.FunGame.Core.Entity
///
/// 游戏中的行动顺序表实例,在技能效果被触发时,此实例会获得赋值,使用时需要判断其是否存在
///
- public ActionQueue? ActionQueue { get; set; } = null;
+ public IGamingQueue? GamingQueue { get; set; } = null;
///
/// 输出文本或日志
@@ -97,8 +97,8 @@ namespace Milimoe.FunGame.Core.Entity
{
get
{
- if (ActionQueue is null) return Console.WriteLine;
- else return ActionQueue.WriteLine;
+ if (GamingQueue is null) return Console.WriteLine;
+ else return GamingQueue.WriteLine;
}
}
@@ -387,7 +387,7 @@ namespace Milimoe.FunGame.Core.Entity
}
///
- /// 对敌人造成技能伤害 [ 强烈建议使用此方法造成伤害而不是自行调用 ]
+ /// 对敌人造成技能伤害 [ 强烈建议使用此方法造成伤害而不是自行调用 ]
///
///
///
@@ -397,20 +397,20 @@ namespace Milimoe.FunGame.Core.Entity
///
public DamageResult DamageToEnemy(Character actor, Character enemy, bool isMagic, MagicType magicType, double expectedDamage)
{
- if (ActionQueue is null) return DamageResult.Evaded;
- DamageResult result = !isMagic ? ActionQueue.CalculatePhysicalDamage(actor, enemy, false, expectedDamage, out double damage) : ActionQueue.CalculateMagicalDamage(actor, enemy, false, MagicType, expectedDamage, out damage);
- ActionQueue.DamageToEnemy(actor, enemy, damage, false, isMagic, magicType, result);
+ if (GamingQueue is null) return DamageResult.Evaded;
+ DamageResult result = !isMagic ? GamingQueue.CalculatePhysicalDamage(actor, enemy, false, expectedDamage, out double damage) : GamingQueue.CalculateMagicalDamage(actor, enemy, false, MagicType, expectedDamage, out damage);
+ GamingQueue.DamageToEnemy(actor, enemy, damage, false, isMagic, magicType, result);
return result;
}
///
- /// 打断施法 [ 尽可能的调用此方法而不是直接调用 ,以防止中断性变更 ]
+ /// 打断施法 [ 尽可能的调用此方法而不是直接调用 ,以防止中断性变更 ]
///
///
///
public void InterruptCasting(Character caster, Character interrupter)
{
- ActionQueue?.InterruptCasting(caster, interrupter);
+ GamingQueue?.InterruptCasting(caster, interrupter);
}
///
@@ -452,7 +452,7 @@ namespace Milimoe.FunGame.Core.Entity
DurationTurn = DurationTurn,
MagicType = MagicType,
Description = Description,
- ActionQueue = ActionQueue
+ GamingQueue = GamingQueue
};
return copy;
diff --git a/Entity/Skill/NormalAttack.cs b/Entity/Skill/NormalAttack.cs
index 7fc5c91..4891522 100644
--- a/Entity/Skill/NormalAttack.cs
+++ b/Entity/Skill/NormalAttack.cs
@@ -1,8 +1,7 @@
using System.Text;
-using Milimoe.FunGame.Core.Api.Utility;
+using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Constant;
-using Milimoe.FunGame.Core.Model;
namespace Milimoe.FunGame.Core.Entity
{
@@ -64,7 +63,7 @@ namespace Milimoe.FunGame.Core.Entity
///
///
///
- public void Attack(ActionQueue queue, Character attacker, params Character[] enemys)
+ public void Attack(IGamingQueue queue, Character attacker, params Character[] enemys)
{
foreach (Character enemy in enemys)
{
diff --git a/Entity/Skill/Skill.cs b/Entity/Skill/Skill.cs
index 83e6a42..c22355f 100644
--- a/Entity/Skill/Skill.cs
+++ b/Entity/Skill/Skill.cs
@@ -1,8 +1,8 @@
using System.Text;
using Milimoe.FunGame.Core.Api.Utility;
+using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Constant;
-using Milimoe.FunGame.Core.Model;
namespace Milimoe.FunGame.Core.Entity
{
@@ -145,7 +145,7 @@ namespace Milimoe.FunGame.Core.Entity
///
/// 游戏中的行动顺序表实例,在技能效果被触发时,此实例会获得赋值,使用时需要判断其是否存在
///
- public ActionQueue? ActionQueue { get; set; } = null;
+ public IGamingQueue? GamingQueue { get; set; } = null;
///
/// 技能是否属于某个物品
@@ -177,7 +177,7 @@ namespace Milimoe.FunGame.Core.Entity
{
foreach (Effect e in AddInactiveEffectToCharacter())
{
- e.ActionQueue = ActionQueue;
+ e.GamingQueue = GamingQueue;
if (Character != null && !Character.Effects.Contains(e))
{
Character.Effects.Add(e);
@@ -191,21 +191,21 @@ namespace Milimoe.FunGame.Core.Entity
/// 当获得技能时
///
///
- public void OnSkillGained(ActionQueue queue)
+ public void OnSkillGained(IGamingQueue queue)
{
- ActionQueue = queue;
+ GamingQueue = queue;
OnLevelUp();
}
///
/// 技能开始吟唱时 [ 吟唱魔法、释放战技和爆发技、预释放爆发技均可触发 ]
///
- public void OnSkillCasting(ActionQueue queue, Character caster)
+ public void OnSkillCasting(IGamingQueue queue, Character caster)
{
- ActionQueue = queue;
+ GamingQueue = queue;
foreach (Effect e in Effects)
{
- e.ActionQueue = ActionQueue;
+ e.GamingQueue = GamingQueue;
e.OnSkillCasting(caster);
}
}
@@ -213,12 +213,12 @@ namespace Milimoe.FunGame.Core.Entity
///
/// 触发技能效果
///
- public void OnSkillCasted(ActionQueue queue, Character caster, List enemys, List teammates)
+ public void OnSkillCasted(IGamingQueue queue, Character caster, List enemys, List teammates)
{
- ActionQueue = queue;
+ GamingQueue = queue;
foreach (Effect e in Effects)
{
- e.ActionQueue = ActionQueue;
+ e.GamingQueue = GamingQueue;
e.OnSkillCasted(caster, enemys, teammates, OtherArgs);
}
}
@@ -333,7 +333,7 @@ namespace Milimoe.FunGame.Core.Entity
CD = CD,
CurrentCD = CurrentCD,
HardnessTime = HardnessTime,
- ActionQueue = ActionQueue
+ GamingQueue = GamingQueue
};
foreach (Effect e in Effects)
{