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* 添加 OpenFactory,可以动态扩展技能和物品 * 修改 Effect 的反序列化解析;增加对闪避/暴击判定的先前事件编程接口 * 补充魔法伤害的判定 * 装备系统优化;角色的复制问题修复 * 添加物品品质;更新装备饰品替换机制;添加第一滴血、团队模式 * 添加技能选取 * 添加团队死斗模式
50 lines
1.4 KiB
C#
50 lines
1.4 KiB
C#
using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Core.Entity
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{
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/// <summary>
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/// 角色的装备槽位
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/// </summary>
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public class EquipSlot()
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{
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/// <summary>
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/// 魔法卡包
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/// </summary>
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public Item? MagicCardPack { get; internal set; } = null;
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/// <summary>
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/// 武器
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/// </summary>
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public Item? Weapon { get; internal set; } = null;
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/// <summary>
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/// 防具
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/// </summary>
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public Item? Armor { get; internal set; } = null;
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/// <summary>
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/// 鞋子
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/// </summary>
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public Item? Shoes { get; internal set; } = null;
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/// <summary>
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/// 饰品1
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/// </summary>
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public Item? Accessory1 { get; internal set; } = null;
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/// <summary>
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/// 饰品2
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/// </summary>
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public Item? Accessory2 { get; internal set; } = null;
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/// <summary>
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/// 上一次装备的饰品槽
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/// </summary>
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public EquipSlotType LastEquipSlotType { get; internal set; } = EquipSlotType.Accessory1;
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/// <summary>
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/// 是否有任意装备
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/// </summary>
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/// <returns></returns>
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public bool Any()
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{
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return MagicCardPack != null || Weapon != null || Armor != null || Shoes != null || Accessory1 != null || Accessory2 != null;
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}
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}
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}
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