2025-07-17 18:26:28 +08:00

360 lines
10 KiB
C#

/*
* @Author: 白哉
* @Description: 技能类
* @Date: 2025年04月22日 星期二 17:04:44
* @Modify:
*/
using System;
using RuntimeData;
using UnityEngine;
namespace Logic.Skill
{
public enum SkillDamageEvent
{
ActiveAttackBeforeStarted,
ActiveAttackFinished,
}
public interface ISkill
{
public SkillType GetSkillType();
// 事件触发生命周期 (事件已发生)
public void OnMove(UnitData self, GridData grid, MapData mapData, MoveType moveType);
// 伤害结算时
public void OnDamaged(MapData mapData, SettlementInfo info);
// 对他人伤害结算时
public void OnDamageOther(MapData mapData, SettlementInfo info);
// 事件触发生命周期 (时刻)
public void OnTurnStart(UnitData self, MapData mapData);
public void OnTurnStart(CityData city, MapData mapData);
public void OnTurnStart(PlayerData self, MapData mapData);
public void OnTurnStart(GridData self, MapData mapData);
public void OnTurnEnd(UnitData self, MapData mapData);
public void OnTurnEnd(CityData city, MapData mapData);
public void OnTurnEnd(PlayerData self, MapData mapData);
public void OnTurnEnd(GridData self, MapData mapData);
// 属性变化
// 是否限制自身移动
public bool IsLimitSelfMove(UnitData self, MapData mapData);
// 是否限制自身攻击
public bool IsLimitSelfAttack(UnitData self, MapData mapData);
// 是否限制敌方反击
public bool IsLimitTargetCounterAttack(UnitData self, MapData mapData);
// 是否限制自身反击
public bool IsLimitSelfCounterAttack(UnitData self, MapData mapData);
// 是否无视敌人控制区
public bool IsIgnoreControlArea(UnitData self, MapData mapData);
// 是否限制自身经验增长
public bool IsLimitSelfExp(UnitData self, MapData mapData);
// 是否无视树林和山脉
public bool IsIgnoreWoodAndMountains(UnitData self, MapData mapData);
// 是否能在指定海陆层移动
public bool IsCanMoveOnTerrain(UnitData self, MapData mapData, TerrainType terrainType);
// 是否能在指定地形层移动
public bool IsCanMoveOnFeature(UnitData self, MapData mapData, TerrainFeature featureType);
// 是否无视地形层移动减损
public bool IsIgnoreMoveLoss(UnitData self, MapData mapData, TerrainFeature terrainType);
// 是否无视植被层移动减损
public bool IsIgnoreMoveLoss(UnitData self, MapData mapData, Vegetation terrainType);
// 是否具备同类数量限制
public bool IsLimitCount(UnitData self, MapData mapData, out int count);
// 是否能移动到我方的无人城市
public bool IsCanMoveToNoUnitSelfCity(UnitData self, MapData mapData);
public bool IsCanMoveGiantNearbyGrid(UnitData self, MapData mapData);
// 能否被杀死
public bool IsCanBeKill(UnitData self, MapData mapData);
// 能否被伤害
public bool IsCanBeDamaged(UnitData self, MapData mapData, int dmg);
// 能否制造矿山
public bool IsCanBuildMine(UnitData self, MapData mapData);
// 是否隐身
public bool IsInvisible(UnitData self, MapData mapData);
// 值变化
// 获取额外防御(防御系数)
public float GetExtraDefense(UnitData self, MapData mapData);
// 获取额外视野(视野增加)
public int GetExtraSight(UnitData self, MapData mapData);
// 获得额外攻击
public float GetExtraAttack(UnitData self, MapData mapData);
// 获取暴击率
public float GetCriticalHitRate(UnitData self, MapData mapData);
// 伤害相关事件触发
public void OnEvent(SkillDamageEvent skillEvent, MapData mapData, SettlementInfo info);
// 全局技能
// 当有单位受伤结算时
public void OnUnitDamaged(IdentifierBase identifier, MapData mapData, SettlementInfo info);
// 伤害相关事件触发
public void OnEvent(IdentifierBase identifier, SkillDamageEvent skillEvent, MapData mapData,
SettlementInfo info);
// 当有单位移动时
public void OnUnitMove(IdentifierBase identifier, UnitData moveUnit, GridData target, MapData mapData);
}
[Serializable]
public abstract class SkillBase : ISkill
{
[SerializeField] protected bool IsPermanent;
[SerializeField] protected uint Turns;
[SerializeField] protected uint TurnsLimit;
[SerializeField] protected float Score;
public SkillBase()
{
Turns = 0;
}
public abstract SkillType GetSkillType();
public virtual float GetScore()
{
return Score;
}
public virtual bool IsFinished()
{
Turns++;
return !IsPermanent && TurnsLimit < Turns;
}
public SkillBase GetCopySkill()
{
var skill = SkillFactory.GetSkillBySkillType(GetSkillType());
GetSkillCopy(skill);
return skill;
}
public virtual void GetSkillCopy(SkillBase skill)
{
skill.IsPermanent = IsPermanent;
skill.Turns = Turns;
skill.TurnsLimit = TurnsLimit;
skill.Score = Score;
}
public virtual void DeepCopy(SkillBase copySkill)
{
IsPermanent = copySkill.IsPermanent;
Turns = copySkill.Turns;
TurnsLimit = copySkill.TurnsLimit;
}
public virtual void OnMove(UnitData self, GridData grid, MapData mapData,MoveType moveType)
{
}
public virtual void OnDamaged(MapData mapData, SettlementInfo info)
{
}
public virtual void OnDamageOther(MapData mapData, SettlementInfo info)
{
}
public virtual void OnTurnStart(UnitData self, MapData mapData)
{
}
public virtual void OnTurnStart(GridData self, MapData mapData)
{
}
public virtual void OnTurnStart(CityData city, MapData mapData)
{
}
public virtual void OnTurnStart(PlayerData self, MapData mapData)
{
}
public virtual void OnTurnEnd(UnitData self, MapData mapData)
{
}
public virtual void OnTurnEnd(CityData city, MapData mapData)
{
}
public virtual void OnTurnEnd(PlayerData self, MapData mapData)
{
}
public virtual void OnTurnEnd(GridData self, MapData mapData)
{
}
public virtual bool IsLimitSelfMove(UnitData self, MapData mapData)
{
return false;
}
public virtual bool IsLimitSelfAttack(UnitData self, MapData mapData)
{
return false;
}
public virtual bool IsLimitTargetCounterAttack(UnitData self, MapData mapData)
{
return false;
}
public virtual bool IsLimitSelfCounterAttack(UnitData self, MapData mapData)
{
return false;
}
public virtual bool IsIgnoreControlArea(UnitData self, MapData mapData)
{
return false;
}
public virtual bool IsLimitSelfExp(UnitData self, MapData mapData)
{
return false;
}
public virtual bool IsIgnoreWoodAndMountains(UnitData self, MapData mapData)
{
return false;
}
public virtual bool IsCanMoveOnTerrain(UnitData self, MapData mapData, TerrainType terrainType)
{
return false;
}
public virtual bool IsCanMoveOnFeature(UnitData self, MapData mapData, TerrainFeature terrainType)
{
return false;
}
public virtual bool IsIgnoreMoveLoss(UnitData self, MapData mapData, TerrainFeature terrainType)
{
return false;
}
public virtual bool IsIgnoreMoveLoss(UnitData self, MapData mapData, Vegetation terrainType)
{
return false;
}
public virtual bool IsLimitCount(UnitData self, MapData mapData, out int count)
{
count = -1;
return false;
}
public virtual bool IsCanMoveToNoUnitSelfCity(UnitData self, MapData mapData)
{
return false;
}
public virtual bool IsCanMoveGiantNearbyGrid(UnitData self, MapData mapData)
{
return false;
}
public virtual bool IsCanBeKill(UnitData self, MapData mapData)
{
return true;
}
public virtual bool IsCanBeDamaged(UnitData self, MapData mapData, int dmg)
{
return true;
}
public virtual bool IsCanBuildMine(UnitData self, MapData mapData)
{
return false;
}
public virtual bool IsInvisible(UnitData self, MapData mapData)
{
return false;
}
public virtual float GetExtraDefense(UnitData self, MapData mapData)
{
return 1f;
}
public virtual int GetExtraSight(UnitData self, MapData mapData)
{
return 0;
}
public virtual float GetExtraAttack(UnitData self, MapData mapData)
{
return 1f;
}
public virtual float GetCriticalHitRate(UnitData self, MapData mapData)
{
return 0;
}
public virtual void OnEvent(SkillDamageEvent skillEvent, MapData mapData, SettlementInfo info)
{
}
public virtual void OnUnitDamaged(IdentifierBase identifier, MapData mapData, SettlementInfo info)
{
}
public virtual void OnEvent(IdentifierBase identifier, SkillDamageEvent skillEvent, MapData mapData, SettlementInfo info)
{
}
public virtual void OnUnitMove(IdentifierBase identifier, UnitData moveUnit, GridData target, MapData mapData)
{
}
}
}