2023-08-22 19:08:45 +08:00
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using System;
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using UnityEngine;
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2024-06-04 16:50:16 +08:00
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using Sirenix.OdinInspector;
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using System.Collections.Generic;
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using System.Runtime.Serialization;
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2023-08-22 19:08:45 +08:00
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namespace Gameplay.Level
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{
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[Serializable]
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public class LevelData
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{
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[Serializable]
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public class Task
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{
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[LabelText("任务ID")] public int taskId;
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[LabelText("任务类型")] public TaskType taskType;
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[LabelText("任务名称")] public string taskNameKey;
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[LabelText("任务描述")] public string taskDescKey;
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[LabelText("任务目标")] [ListDrawerSettings(CustomAddFunction = "OnAddCondition")]
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public List<ConditionModifier> taskConditions = new();
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[LabelText("前置任务ID")] public int preTaskId = -1;
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[LabelText("后置任务ID")] public int postTaskId = -1;
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[LabelText("阻拦区域ID")] public int blockRegionId = -1;
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private void OnAddCondition()
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{
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ConditionModifier conditionModifier = new();
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conditionModifier.SetFilterTypes(ConditionUtil.AllLevelConditionFilter);
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taskConditions.Add(conditionModifier);
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}
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[OnDeserialized]
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public void OnAfterDeserialize(StreamingContext context)
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{
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foreach (var conditionModifier in taskConditions)
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{
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conditionModifier.SetFilterTypes(ConditionUtil.AllLevelConditionFilter);
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}
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}
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}
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[Serializable]
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public class Stage
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{
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// TODO 舍弃
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[HideInInspector] [LabelText("胜利条件")]
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public ConditionModifier successCondition = new(ConditionUtil.LevelSuccessConditionFilter);
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// TODO 舍弃
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[HideInInspector] [LabelText("失败条件")] [ListDrawerSettings(CustomAddFunction = "OnAddFailCondition")]
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public List<ConditionModifier> failConditions = new();
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[LabelText("胜利目标")] public int successTaskID;
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[LabelText("失败目标")] public int failTaskID;
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[LabelText("任务列表")] [ListDrawerSettings(CustomAddFunction = "OnAddTask")]
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public List<Task> tasks = new();
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private void OnAddFailCondition()
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{
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ConditionModifier conditionModifier = new();
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conditionModifier.SetFilterTypes(ConditionUtil.LevelFailConditionFilter);
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failConditions.Add(conditionModifier);
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}
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private void OnAddTask()
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{
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var task = new Task
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{
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taskId = tasks.Count + 1 // 任务ID从1开始
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};
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tasks.Add(task);
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}
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[OnDeserialized]
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public void OnAfterDeserialize(System.Runtime.Serialization.StreamingContext context)
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{
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successCondition.SetFilterTypes(ConditionUtil.LevelSuccessConditionFilter);
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foreach (var failCondition in failConditions)
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{
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failCondition.SetFilterTypes(ConditionUtil.LevelFailConditionFilter);
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}
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}
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}
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[Serializable]
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public class NPCInfo
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{
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[HideInInspector] public int index;
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[HideInInspector] public int id;
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// 仅供展示
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[ReadOnly] public int level;
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[ReadOnly] [LabelText("位置")] public Vector2Int position;
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[LabelText("初始护盾")] public float shield;
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[LabelText("初始血量")] public float ph;
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[LabelText("初始士气")] public float morale;
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[LabelText("Buff")] public List<int> buff = new List<int>();
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[LabelText("DeBuff")] public List<int> deBuff = new List<int>();
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[LabelText("AI类型")] public AIType aIType = AIType.None;
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[LabelText("特殊触发AI")] public AttachAIType attachAIType;
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[HideInInspector] public CharacterToward npcToward;
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[LabelText("巡逻信息")] public List<PatrolInfo> patrolInfos = new List<PatrolInfo>(4);
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[LabelText("编组")] public List<int> groups = new List<int>(4);
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[LabelText("防守距离")] public int defensiveDistance;
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[HideInInspector] public string configName;
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[LabelText("是否为中途生成AI")] public bool isHideOnLoad;
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[LabelText("所属波数")] public int waveIndex;
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[LabelText("所属防守区域")] public int defenseRegionIndex;
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}
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[Serializable]
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public class PatrolInfo
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{
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[HorizontalGroup("PatrolInfo")] [LabelText("巡逻点位")]
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public Vector2Int patrolPoint;
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[HorizontalGroup("PatrolInfo")] [LabelText("等待时间")]
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public float waitTime = 0f;
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}
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[Serializable]
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public class SpawnMonsterData
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{
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[LabelText("刷新方式")] public ELevelUnitGenType refreshType = ELevelUnitGenType.Default;
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[LabelText("间隔时间")] [ShowIf("@refreshType==ELevelUnitGenType.TimeLoop")]
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public int refreshInterval;
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[LabelText("最大次数 (-1无限循环)")] [ShowIf("@refreshType==ELevelUnitGenType.TimeLoop")]
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public int maxCount;
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[LabelText("最大波次 (-1无限循环)")]
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[ShowIf("@refreshType==ELevelUnitGenType.KillLoop")]
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public int waveMaxCount;
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}
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[Serializable]
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public class PrescribedRoadInfo
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{
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public int roadID;
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public List<int> cellIndex = new List<int>();
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}
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[Serializable]
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public class LevelTriggerData
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{
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[LabelText("触发类型")] public ELevelTriggerType levelTriggerType = ELevelTriggerType.Default;
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[LabelText("刷怪波次")] public int wave;
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[LabelText("参数 (时间/区域ID)")] public int triggerTime = 0;
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}
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public enum TaskType
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{
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MainTask,
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SideTask,
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}
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public enum CharacterToward
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{
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TopLeft,
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TopRight,
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Right,
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BottomRight,
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BottomLeft,
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Left,
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}
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public enum AIType
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{
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BasicAI,
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FallBackAI,
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FallBackIntensifyAI,
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OutflankAI,
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DefendAI,
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StupidDefendAI,
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None,
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}
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public enum AttachAIType
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{
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None,
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ChainAI,
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ProvokeAI,
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SpecialBehaviorAI,
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AttackProtectUnitAI,
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}
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public LevelData()
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{
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}
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[LabelText("出战区")] [HideInInspector] public int preparingRegionId;
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[LabelText("出战区朝向")] [HideInInspector] public CharacterToward preparingRegionToward;
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[LabelText("撤退区")] [HideInInspector] public int fallbackRegionId;
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[LabelText("敌方撤退区")] [HideInInspector] public int enemyFallbackRegionId;
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[LabelText("PVP防守区")] [HideInInspector]
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public int pvpDefendRegionId;
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[LabelText("PVP防守方朝向")] [HideInInspector]
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public CharacterToward pvpDefendToward;
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// TODO 暂时舍弃
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[HideInInspector] [LabelText("阶段")] public List<Stage> stages = new List<Stage>(8);
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[BoxGroup("主线")] [LabelText("关卡任务")] public Stage stage;
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[BoxGroup("支线")] [LabelText("设置该关卡为评分关卡")]
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public bool scoreLevel = false;
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[BoxGroup("支线")]
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[LabelText("星级目标"), HideIf("scoreLevel")]
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[ListDrawerSettings(HideAddButton = true, HideRemoveButton = true)]
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public List<ConditionModifier> starTarget = new()
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{
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new ConditionModifier(ConditionUtil.LevelStarConditionFilter),
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new ConditionModifier(ConditionUtil.LevelStarConditionFilter),
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new ConditionModifier(ConditionUtil.LevelStarConditionFilter)
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};
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[BoxGroup("支线")]
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[LabelText("评分目标"), ShowIf("scoreLevel")]
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[ListDrawerSettings(CustomAddFunction = "OnAddScoreCondition")]
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public List<ConditionModifier> scoreTarget = new List<ConditionModifier>(15);
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private void OnAddScoreCondition()
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{
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ConditionModifier conditionModifier = new();
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conditionModifier.SetFilterTypes(ConditionUtil.LevelScoreConditionFilter, true);
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scoreTarget.Add(conditionModifier);
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}
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[BoxGroup("防守相关设置")] [LabelText("防守关卡数据")]
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public List<SpawnMonsterData> spawnMonsterDatas;
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[BoxGroup("防守相关设置")] [LabelText("关卡触发器")]
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public List<LevelTriggerData> levelTriggerDatas;
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/// <summary>
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/// 刷新生成点位
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/// </summary>
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[HideInInspector] public List<int> refreshPoints = new List<int>();
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/// <summary>
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/// 指定路线
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/// </summary>
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[HideInInspector] public List<PrescribedRoadInfo> roadInfos = new List<PrescribedRoadInfo>(4);
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[HideInInspector] public List<NPCInfo> npcInfos = new();
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[HideInInspector] public List<NPCInfo> selfNpcInfos = new();
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[Serializable]
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public class CaptureInfo
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{
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[LabelText("占领点位")] public int CapturePoint;
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[LabelText("占领时间")] public int CaptureProgress = 0;
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}
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2024-11-07 17:22:30 +08:00
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[HideInInspector] public List<CaptureInfo> CapturePoints = new(8);
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2024-11-12 20:31:06 +08:00
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2024-11-07 15:05:36 +08:00
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[HideInInspector] public List<int> flagStartPoints = new List<int>();
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2024-11-12 20:31:06 +08:00
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2024-11-07 17:22:30 +08:00
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[HideInInspector] public List<int> flagEndPoints = new List<int>();
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2024-11-12 20:31:06 +08:00
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2024-11-11 13:46:47 +08:00
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[HideInInspector] public List<int> fallbackSinglePoints = new List<int>();
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2024-11-12 20:31:06 +08:00
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2024-11-11 13:46:47 +08:00
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[HideInInspector] public List<int> fallbackReusablePoints = new List<int>();
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2024-11-12 20:31:06 +08:00
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2024-11-26 16:58:42 +08:00
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[HideInInspector] public int fallBackCount;
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2023-11-08 15:05:19 +08:00
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[OnDeserialized]
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public void OnAfterDeserialize(StreamingContext context)
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{
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2023-11-21 15:04:56 +08:00
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if (starTarget.Count != 3)
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{
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starTarget.Clear();
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starTarget.Add(new ConditionModifier());
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starTarget.Add(new ConditionModifier());
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starTarget.Add(new ConditionModifier());
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}
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2024-11-12 20:31:06 +08:00
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2023-11-08 15:05:19 +08:00
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foreach (var starCondition in starTarget)
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{
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starCondition.SetFilterTypes(ConditionUtil.LevelStarConditionFilter);
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}
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2024-11-12 20:31:06 +08:00
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2024-11-01 18:33:42 +08:00
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foreach (var scoreCondition in scoreTarget)
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{
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scoreCondition.SetFilterTypes(ConditionUtil.LevelScoreConditionFilter, scoreLevel);
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}
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2023-11-08 15:05:19 +08:00
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}
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2023-08-22 19:08:45 +08:00
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}
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}
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