forked from project-redbud/FunGame-Core
* 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
105 lines
3.2 KiB
C#
105 lines
3.2 KiB
C#
using Milimoe.FunGame.Core.Api.Utility;
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namespace Milimoe.FunGame.Core.Entity
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{
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/// <summary>
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/// 用于记录对哪个角色造成了多少伤害
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/// </summary>
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public class AssistDetail
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{
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/// <summary>
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/// 此详情类属于哪个角色
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/// </summary>
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public Character Character { get; }
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/// <summary>
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/// 对敌人造成的伤害
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/// </summary>
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public Dictionary<Character, double> Damages { get; } = [];
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/// <summary>
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/// 最后一次造成伤害的时间
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/// </summary>
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public Dictionary<Character, double> DamageLastTime { get; } = [];
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/// <summary>
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/// 对某角色最后一次友方非伤害辅助的时间
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/// </summary>
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public Dictionary<Character, double> NotDamageAssistLastTime { get; } = [];
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/// <summary>
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/// 初始化一个助攻详情类
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/// </summary>
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/// <param name="character"></param>
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/// <param name="enemys"></param>
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public AssistDetail(Character character, IEnumerable<Character> enemys)
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{
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Character = character;
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foreach (Character enemy in enemys)
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{
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this[enemy] = 0;
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}
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}
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/// <summary>
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/// 获取和设置对 <paramref name="enemy"/> 的伤害,并设置时间
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/// </summary>
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/// <param name="enemy"></param>
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/// <param name="time"></param>
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/// <returns></returns>
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public double this[Character enemy, double? time = null]
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{
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get
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{
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return Damages[enemy];
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}
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set
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{
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Damages[enemy] = Calculation.Round2Digits(value);
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if (time.HasValue)
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{
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DamageLastTime[enemy] = time.Value;
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}
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}
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}
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/// <summary>
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/// 获取对 <paramref name="enemy"/> 的伤害
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/// </summary>
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/// <param name="enemy"></param>
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/// <returns>目标的 <see cref="Character.MaxHP"/> 的百分比形式</returns>
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public double GetPercentage(Character enemy)
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{
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return Calculation.Round2Digits(Damages[enemy] / enemy.MaxHP);
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}
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/// <summary>
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/// 获取对 <paramref name="enemy"/> 造成伤害的最后时间
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/// </summary>
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/// <param name="enemy"></param>
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/// <returns>-1 意味着没有时间</returns>
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public double GetLastTime(Character enemy)
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{
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if (DamageLastTime.TryGetValue(enemy, out double time))
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{
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return time;
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}
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return -1;
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}
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/// <summary>
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/// 获取对某角色友方非伤害辅助的最后时间
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/// </summary>
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/// <param name="character"></param>
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/// <returns>-1 意味着没有时间</returns>
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public double GetNotDamageAssistLastTime(Character character)
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{
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if (NotDamageAssistLastTime.TryGetValue(character, out double time))
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{
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return time;
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}
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return -1;
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}
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}
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}
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