81 lines
2.8 KiB
C#
81 lines
2.8 KiB
C#
/*
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* @Author: 白哉
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* @Description: 恐惧制造者技能
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* @Date: 2026年03月09日
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* @Modify: 视觉更新改为走PendingAnimScope,在攻击Fragment命中后播放
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*/
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using RuntimeData;
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using MemoryPack;
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using TH1_Anim.Fragments;
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using TH1_Core.Managers;
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using TH1_Logic.Core;
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using TH1Renderer;
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namespace Logic.Skill
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{
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public partial class FearMakerSkill : SkillBase
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{
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public FearMakerSkill()
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{
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IsPermanent = true;
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TurnsLimit = 0;
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Score = 4;
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}
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public override SkillType GetSkillType()
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{
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return SkillType.FearMaker;
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}
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public override void OnDamageOther(MapData mapData, SettlementInfo info)
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{
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if (info.DamageTarget == null || info.DamageOrigin == null) return;
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if (info.DamageType != DamageType.ActiveAttack && info.DamageType != DamageType.CounterAttack) return;
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// 如果对方拥有KomeijiFearImmune,则免疫恐惧
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if (info.DamageTarget.GetSkill(SkillType.KomeijiFearImmune, out _)) return;
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info.DamageTarget.AddOrOverrideSkill(SkillType.KomeijiFear, mapData, info.DamageOrigin.Id);
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// 视觉更新:刷新目标单位显示(显示debuff图标)+ 播放KomeijiFear VFX
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if (mapData != Main.MapData) return;
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if (!info.DamageTarget.IsAlive()) return;
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int phase = info.DamageType == DamageType.ActiveAttack
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? AnimPhase.AttackImpact + 50
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: AnimPhase.CounterImpact + 50;
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var scope = PresentationManager.CurrentScope;
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if (scope != null)
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{
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if (MapRenderer.Instance != null &&
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MapRenderer.Instance.ROUnitMap.TryGetValue(info.DamageTarget.Id, out var unitRenderer))
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{
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var targetGrid = info.DamageTarget.Grid(mapData);
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scope.Add(new FragmentStep
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{
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Phase = phase,
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Duration = 0.1f,
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Execute = () =>
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{
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unitRenderer.InstantUpdateUnit(false);
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targetGrid?.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.KomeijiFear));
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}
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});
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}
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}
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else
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{
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if (MapRenderer.Instance != null &&
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MapRenderer.Instance.ROUnitMap.TryGetValue(info.DamageTarget.Id, out var unitRenderer))
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{
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unitRenderer.RenderUpdateUnitImage();
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var targetGrid = info.DamageTarget.Grid(mapData);
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targetGrid?.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.KomeijiFear));
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}
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}
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}
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}
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}
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