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) {