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* 特效底层支持直接修改硬直时间;添加驱散类型 * 添加 debuff * 明确了驱散定义;添加助攻窗口期;修改预释放爆发技为不可驱散;预释放爆发技一定是最先行动;修复复活时导致硬直时间变成负数的问题 * 调整驱散描述 * 实现驱散系统;修复角色百分比公式错误;添加非伤害类助攻;添加辅助数据统计;修改一些文本显示 * 添加免疫、吸血、护盾机制 * 继续完善免疫和驱散、护盾和特效钩子等 * 添加新特效类型
70 lines
2.8 KiB
C#
70 lines
2.8 KiB
C#
using System.Text.Json;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Common.Architecture;
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namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
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{
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public class ShieldConverter : BaseEntityConverter<Shield>
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{
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public override Shield NewInstance()
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{
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return new();
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}
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public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Shield result, Dictionary<string, object> convertingContext)
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{
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switch (propertyName)
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{
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case nameof(Shield.Physical):
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result.Physical = reader.GetDouble();
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break;
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case nameof(Shield.None):
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result.None = reader.GetDouble();
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break;
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case nameof(Shield.Starmark):
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result.Starmark = reader.GetDouble();
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break;
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case nameof(Shield.PurityNatural):
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result.PurityNatural = reader.GetDouble();
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break;
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case nameof(Shield.PurityContemporary):
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result.PurityContemporary = reader.GetDouble();
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break;
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case nameof(Shield.Bright):
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result.Bright = reader.GetDouble();
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break;
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case nameof(Shield.Shadow):
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result.Shadow = reader.GetDouble();
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break;
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case nameof(Shield.Element):
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result.Element = reader.GetDouble();
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break;
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case nameof(Shield.Fleabane):
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result.Fleabane = reader.GetDouble();
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break;
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case nameof(Shield.Particle):
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result.Particle = reader.GetDouble();
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break;
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}
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}
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public override void Write(Utf8JsonWriter writer, Shield value, JsonSerializerOptions options)
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{
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writer.WriteStartObject();
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writer.WriteNumber(nameof(Shield.Physical), value.Physical);
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writer.WriteNumber(nameof(Shield.None), value.None);
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writer.WriteNumber(nameof(Shield.Starmark), value.Starmark);
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writer.WriteNumber(nameof(Shield.PurityNatural), value.PurityNatural);
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writer.WriteNumber(nameof(Shield.PurityContemporary), value.PurityContemporary);
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writer.WriteNumber(nameof(Shield.Bright), value.Bright);
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writer.WriteNumber(nameof(Shield.Shadow), value.Shadow);
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writer.WriteNumber(nameof(Shield.Element), value.Element);
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writer.WriteNumber(nameof(Shield.Fleabane), value.Fleabane);
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writer.WriteNumber(nameof(Shield.Particle), value.Particle);
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writer.WriteEndObject();
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}
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}
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}
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