milimoe 57219895fb
设计 Item 类,添加对应的 Converter;新增伤害统计 (#88)
* 设计 Item 类,添加对应的 Converter

* 新增伤害统计和 AlterActionTypeBeforeAction
2024-09-15 01:25:15 +08:00

127 lines
3.4 KiB
C#

using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Entity
{
/// <summary>
/// 和 <see cref="Skill"/> 一样,需要继承构造
/// </summary>
public class Item : BaseEntity, IItem
{
/// <summary>
/// 物品的描述
/// </summary>
public string Description { get; } = "";
/// <summary>
/// 物品类型
/// </summary>
public virtual ItemType ItemType { get; set; } = ItemType.Others;
/// <summary>
/// 物品槽位
/// </summary>
public virtual EquipSlotType EquipSlotType { get; set; } = EquipSlotType.None;
/// <summary>
/// 物品的价格
/// </summary>
public double Price { get; set; } = 0;
/// <summary>
/// 快捷键
/// </summary>
public char Key { get; set; } = '/';
/// <summary>
/// 是否是主动物品
/// </summary>
public bool IsActive => Skills.Active != null;
/// <summary>
/// 是否可用(涉及冷却和禁用等)
/// </summary>
public bool Enable { get; set; } = true;
/// <summary>
/// 物品所属的角色
/// </summary>
public Character? Character { get; set; } = null;
/// <summary>
/// 物品拥有的技能
/// </summary>
public SkillGroup Skills { get; set; } = new();
/// <summary>
/// 当获得物品时
/// </summary>
public void OnItemGained()
{
foreach (Skill skill in Skills.Passive)
{
if (!skill.IsActive && skill.Level > 0)
{
foreach (Effect e in skill.AddInactiveEffectToCharacter())
{
e.ActionQueue = skill.ActionQueue;
if (Character != null && !Character.Effects.Contains(e))
{
Character.Effects.Add(e);
e.OnEffectGained(Character);
}
}
}
}
}
/// <summary>
/// 局内使用物品触发
/// </summary>
public void UseItem(ActionQueue queue, List<Character> enemys, List<Character> teammates)
{
if (Skills.Active != null && Character != null)
{
Skills.Active.OnSkillCasted(queue, Character, enemys, teammates);
}
OnItemUsed();
}
/// <summary>
/// 局外(库存)使用物品触发
/// </summary>
public void UseItem(/*Inventory inventory*/)
{
OnItemUsed();
}
/// <summary>
/// 当物品被使用时
/// </summary>
public virtual void OnItemUsed()
{
}
protected Item(ItemType type, EquipSlotType slot = EquipSlotType.None)
{
ItemType = type;
EquipSlotType = slot;
}
internal Item() { }
/// <summary>
/// 判断两个物品是否相同 检查Id.Name
/// </summary>
/// <param name="other"></param>
/// <returns></returns>
public override bool Equals(IBaseEntity? other)
{
return other is Item c && c.Id + "." + c.Name == Id + "." + Name;
}
}
}