212 lines
6.2 KiB
C#
212 lines
6.2 KiB
C#
using System;
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using UnityEngine;
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using Sirenix.OdinInspector;
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using UnityEngine.Serialization;
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using System.Collections.Generic;
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using System.Runtime.Serialization;
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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 Stage
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{
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[LabelText("名称")]
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private string name;
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[LabelText("描述")]
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private string desc;
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[FormerlySerializedAs("goal")]
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[LabelText("胜利条件")]
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public ConditionModifier successCondition = new(ConditionUtil.LevelSuccessConditionFilter);
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[LabelText("失败条件")]
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[ListDrawerSettings(CustomAddFunction = "OnAddFailCondition")]
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public List<ConditionModifier> failConditions = 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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[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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public enum WeatherType
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{
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[LabelText("晴天")]
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Sunny,
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[LabelText("沙尘暴")]
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SandStorm,
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[LabelText("雨天")]
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Rain,
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[LabelText("雪天")]
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Snow,
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[LabelText("雾天")]
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Fog,
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}
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public enum DayNightType
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{
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[LabelText("白天")]
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Day,
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[LabelText("晚上")]
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Night,
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}
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[Serializable]
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public class ProtectUnit
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{
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[HorizontalGroup("Protect")]
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public int id;
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[HorizontalGroup("Protect")] [LabelText("护送起点")]
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public int protectStartPoint;
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[HorizontalGroup("Protect")] [LabelText("护送终点")]
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public int protectTargetPoint;
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}
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[Serializable]
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public class NPCInfo
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{
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[Sirenix.OdinInspector.ReadOnly]
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public int id;
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public int level;
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[Sirenix.OdinInspector.ReadOnly]
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public Vector2Int position;
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[LabelText("AI类型")]
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public AIType aIType;
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[LabelText("特殊触发AI")]
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public AttachAIType attachAIType;
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[LabelText("朝向")]
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public CharacterToward npcToward;
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[LabelText("巡逻信息")]
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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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}
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[Serializable]
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public class PatrolInfo
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{
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[HorizontalGroup("PatrolInfo")]
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[LabelText("巡逻点位")]
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public Vector2Int patrolPoint;
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[HorizontalGroup("PatrolInfo")]
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[LabelText("等待时间")]
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public float waitTime = 0f;
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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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}
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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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}
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public LevelData()
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{
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}
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[LabelText("占领进度")]
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[HideInInspector]
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public int captureProgress;
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[LabelText("扛旗终点区")]
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[HideInInspector]
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public int flagTargetRegionId;
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[LabelText("出战区")]
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[HideInInspector]
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public int preparingRegionId;
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[LabelText("出战区朝向")]
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[HideInInspector]
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public CharacterToward preparingRegionToward;
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[LabelText("撤退区")]
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[HideInInspector]
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public int fallbackRegionId;
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[LabelText("敌方撤退区")]
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[HideInInspector]
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public int enemyFallbackRegionId;
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[LabelText("PVP防守区")]
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[HideInInspector]
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public int pvpDefendRegionId;
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[LabelText("PVP防守方朝向")]
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[HideInInspector]
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public CharacterToward pvpDefendToward;
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[LabelText("天气")]
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public WeatherType weatherType = WeatherType.Sunny;
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[LabelText("昼夜")]
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public DayNightType dayNightType = DayNightType.Day;
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[LabelText("阶段")]
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public List<Stage> stages = new List<Stage>(8);
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[LabelText("星级目标")]
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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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[HideInInspector]
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public List<NPCInfo> npcInfos = new List<NPCInfo>(16);
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[HideInInspector]
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public List<ProtectUnit> protectUnitInfos = new List<ProtectUnit>(4);
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[OnDeserialized]
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public void OnAfterDeserialize(StreamingContext context)
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{
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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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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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}
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}
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} |