添加了动作结束后的钩子

This commit is contained in:
milimoe 2026-01-22 01:38:04 +08:00
parent 8d3d19737c
commit f4b8882a2e
Signed by: milimoe
GPG Key ID: 9554D37E4B8991D0
2 changed files with 124 additions and 7 deletions

View File

@ -947,7 +947,7 @@ namespace Milimoe.FunGame.Core.Entity
}
/// <summary>
/// 在角色行动后触发
/// 在角色行动后触发,注意这个钩子是广播队列所有角色
/// </summary>
/// <param name="actor"></param>
/// <param name="dp"></param>
@ -978,6 +978,61 @@ namespace Milimoe.FunGame.Core.Entity
}
/// <summary>
/// 角色完成移动后
/// </summary>
/// <param name="character"></param>
/// <param name="target"></param>
public virtual void AfterCharacterMove(Character character, Grid target)
{
}
/// <summary>
/// 角色完成普通攻击后
/// </summary>
/// <param name="character"></param>
/// <param name="normalAttack"></param>
/// <param name="targets"></param>
public virtual void AfterCharacterNormalAttack(Character character, NormalAttack normalAttack, List<Character> targets)
{
}
/// <summary>
/// 角色开始吟唱后
/// </summary>
/// <param name="character"></param>
/// <param name="skill"></param>
/// <param name="targets"></param>
public virtual void AfterCharacterStartCasting(Character character, Skill skill, List<Character> targets)
{
}
/// <summary>
/// 角色释放技能后
/// </summary>
/// <param name="character"></param>
/// <param name="skill"></param>
/// <param name="targets"></param>
public virtual void AfterCharacterCastSkill(Character character, Skill skill, List<Character> targets)
{
}
/// <summary>
/// 角色使用物品后
/// </summary>
/// <param name="character"></param>
/// <param name="item"></param>
/// <param name="skill"></param>
/// <param name="targets"></param>
public virtual void AfterCharacterUseItem(Character character, Item item, Skill skill, List<Character> targets)
{
}
/// <summary>
/// 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 <see cref="IGamingQueue.DamageToEnemy"/> ]
/// </summary>
@ -994,10 +1049,8 @@ namespace Milimoe.FunGame.Core.Entity
int changeCount = 0;
DamageResult result = DamageResult.Normal;
double damage = expectedDamage;
options ??= new(actor)
{
Skill = Skill
};
options ??= new(actor);
options.Skill = Skill;
if (options.ExpectedDamage == 0) options.ExpectedDamage = expectedDamage;
if (options.NeedCalculate && damageType != DamageType.True)
{

View File

@ -1395,6 +1395,13 @@ namespace Milimoe.FunGame.Core.Model
OnCharacterNormalAttackEvent(character, dp, targets);
character.NormalAttack.Attack(this, character, null, targets);
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
effect.AfterCharacterNormalAttack(character, character.NormalAttack, targets);
}
baseTime += character.NormalAttack.RealHardnessTime;
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
@ -1485,6 +1492,12 @@ namespace Milimoe.FunGame.Core.Model
baseTime += skill.RealCastTime;
isCheckProtected = false;
skill.OnSkillCasting(this, character, targets, grids);
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
effect.AfterCharacterStartCasting(character, skill, targets);
}
}
else
{
@ -1554,6 +1567,13 @@ namespace Milimoe.FunGame.Core.Model
OnCharacterPreCastSkillEvent(character, dp, skillTarget);
skill.OnSkillCasting(this, character, targets, grids);
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
effect.AfterCharacterStartCasting(character, skill, targets);
}
skill.BeforeSkillCasted();
character.EP -= cost;
@ -1566,6 +1586,13 @@ namespace Milimoe.FunGame.Core.Model
OnCharacterCastSkillEvent(character, dp, skillTarget, cost);
skill.OnSkillCasted(this, character, targets, grids);
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
effect.AfterCharacterCastSkill(character, skill, targets);
}
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
@ -1636,6 +1663,12 @@ namespace Milimoe.FunGame.Core.Model
skill.OnSkillCasted(this, character, targets, grids);
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
effect.AfterCharacterCastSkill(character, skill, targets);
}
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
@ -1702,6 +1735,12 @@ namespace Milimoe.FunGame.Core.Model
skill.OnSkillCasted(this, character, targets, grids);
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
effect.AfterCharacterCastSkill(character, skill, targets);
}
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
@ -1825,7 +1864,7 @@ namespace Milimoe.FunGame.Core.Model
OnCharacterActionTakenEvent(character, dp, type, LastRound);
effects = [.. character.Effects.Where(e => e.IsInEffect)];
effects = [.. _queue.Union([character]).SelectMany(c => c.Effects).Where(e => e.IsInEffect).Distinct()];
foreach (Effect effect in effects)
{
effect.OnCharacterActionTaken(character, dp, type);
@ -2769,8 +2808,9 @@ namespace Milimoe.FunGame.Core.Model
}
healStrings.Add($" = {heal:0.##} 点生命值");
string healString = "";
if (!IsDebug) healStrings.Clear();
string healString = $"【{string.Join("", healStrings)}】";
else healString = $"【{string.Join("", healStrings)}】";
if (target.HP > 0 || (isDead && canRespawn))
{
@ -3043,6 +3083,13 @@ namespace Milimoe.FunGame.Core.Model
OnCharacterUseItemEvent(character, dp, item, targets);
skill.OnSkillCasting(this, character, targets, grids);
Effect[] effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
effect.AfterCharacterStartCasting(character, skill, targets);
}
skill.BeforeSkillCasted();
skill.CurrentCD = skill.RealCD;
@ -3071,6 +3118,18 @@ namespace Milimoe.FunGame.Core.Model
OnCharacterCastItemSkillEvent(character, dp, item, skillTarget, costMP, costEP);
skill.OnSkillCasted(this, character, targets, grids);
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
effect.AfterCharacterCastSkill(character, skill, targets);
}
effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
effect.AfterCharacterUseItem(character, item, skill, targets);
}
return true;
}
}
@ -4045,6 +4104,11 @@ namespace Milimoe.FunGame.Core.Model
AddCharacter(character, newHardnessTime, false);
skill.OnSkillCasting(this, character, [], []);
Effect[] effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
effect.AfterCharacterStartCasting(character, skill, []);
}
OnQueueUpdatedEvent(_queue, character, dp, 0, QueueUpdatedReason.PreCastSuperSkill, "设置角色预释放爆发技的硬直时间。");
}
}