forked from project-redbud/FunGame-Core
调整一些事件接入的位置;使用复苏道具复活不会回复满状态
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@ -1581,7 +1581,11 @@ namespace Milimoe.FunGame.Core.Model
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{
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WriteLine($"[ {target} ] 复苏了,并回复了 {heal:0.##} 点生命值!!");
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}
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double hp = target.HP;
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double mp = target.MP;
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await SetCharacterRespawn(target);
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target.HP = hp;
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target.MP = mp;
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}
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else
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{
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@ -1717,14 +1721,14 @@ namespace Milimoe.FunGame.Core.Model
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}
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_continuousKilling.Remove(death);
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_eliminated.Add(death);
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if (MaxRespawnTimes == 0)
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{
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_eliminated.Add(death);
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// do nothing
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}
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else if (_respawnTimes.TryGetValue(death, out int times) && MaxRespawnTimes != -1 && times == MaxRespawnTimes)
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{
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WriteLine($"[ {death} ] 已达到复活次数上限,将不能再复活!!");
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_eliminated.Add(death);
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}
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else
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{
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@ -2462,15 +2466,16 @@ namespace Milimoe.FunGame.Core.Model
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{
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double hardnessTime = 5;
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character.Respawn(_original[character.Guid]);
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_eliminated.Remove(character);
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WriteLine($"[ {character} ] 已复活!获得 {hardnessTime} {GameplayEquilibriumConstant.InGameTime}的硬直时间。");
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AddCharacter(character, hardnessTime, false);
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await OnQueueUpdatedAsync(_queue, character, hardnessTime, QueueUpdatedReason.Respawn, "设置角色复活后的硬直时间。");
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LastRound.Respawns.Add(character);
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_respawnCountdown.Remove(character);
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if (!_respawnTimes.TryAdd(character, 1))
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{
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_respawnTimes[character] += 1;
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}
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await OnQueueUpdatedAsync(_queue, character, hardnessTime, QueueUpdatedReason.Respawn, "设置角色复活后的硬直时间。");
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}
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/// <summary>
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@ -2505,8 +2510,8 @@ namespace Milimoe.FunGame.Core.Model
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}
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}
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AddCharacter(character, Calculation.Round2Digits(baseHardnessTime + preCastSSCount * 0.01), false);
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await OnQueueUpdatedAsync(_queue, character, 0, QueueUpdatedReason.PreCastSuperSkill, "设置角色预释放爆发技的硬直时间。");
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skill.OnSkillCasting(this, character, []);
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await OnQueueUpdatedAsync(_queue, character, 0, QueueUpdatedReason.PreCastSuperSkill, "设置角色预释放爆发技的硬直时间。");
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}
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}
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