438 lines
16 KiB
C#
438 lines
16 KiB
C#
using System;
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using UnityEngine;
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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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using cfg.LevelCfg;
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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 NPCInfo
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{
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[HideInInspector] public int index; // LocalID
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[HideInInspector] public int id; // 怪物ID
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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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[HideInInspector] public CharacterToward npcToward;
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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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[HideInInspector] public int aiTypeID;
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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("刷新时间(s)")] public int refreshTime;
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[LabelText("指定路线ID")] public int specifyRoadID = -1;
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[LabelText("显示路径")] public bool showRoadLine;
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[LabelText("指定区域ID")] public int specifyRegionID = -1;
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[LabelText("预设路径id")] public int presetPathId = -1;
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[LabelText("阵营ID")] public int troopId;
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[LabelText("是否开启侦察")] public bool isOpenInvestigate = true;
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}
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[Serializable]
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public class BuildInfo
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{
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[HideInInspector] public int index; // LocalID
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[HideInInspector] public int id; // 建筑ID
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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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[HideInInspector] public CharacterToward buildToward;
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[LabelText("编组")] public List<int> groups = new List<int>(4);
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[HideInInspector] public string configName;
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[HideInInspector] public int aiTypeID;
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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 int cellIndex;
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[HideInInspector]
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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 PatrolData
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{
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[HorizontalGroup("PatrolData")] [ReadOnly]
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public int id;
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[HorizontalGroup("PatrolData")] [LabelText("巡逻点位数据")]
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public List<PatrolInfo> patrolInfos = new();
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}
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/// <summary>
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/// 巡逻路径
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/// </summary>
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public List<PatrolData> patrolRoadData = new();
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/// <summary>
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/// 巡逻区域
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/// </summary>
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public List<PatrolData> patrolRegionData = new();
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[Serializable]
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public class SpawnMonsterData
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{
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[LabelText("波次ID")] public int waveIndex;
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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), 如果为跳转则表示跳转ID")]
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public int maxCount;
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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("参数 (时间/区域ID)")] public int triggerTime = 0;
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[LabelText("刷怪波次")] public int wave;
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[LabelText("任务ID")] [ShowIf("@levelTriggerType==ELevelTriggerType.TaskComplete")]
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public int taskID;
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[LabelText("触发Effect类型")] public ELevelTriggerEffectType effectType = ELevelTriggerEffectType.StartGenUnit;
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[LabelText("怪物波次IDs")] [ShowIf("@effectType==ELevelTriggerEffectType.ForceKillUnits")]
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public List<int> waveList = new List<int>();
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}
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#region LevelGuide
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/// <summary>
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/// 波次横幅显示
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/// </summary>
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[Serializable]
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public class WaveInfoData
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{
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[ReadOnly] [LabelText("ID")] public int localID;
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[LabelText("触发波次ID")] public int waveID = -1;
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[LabelText("第几次循环")] public int loopCount = 1;
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[LabelText("是否显示横幅")] public bool showWaveInfo;
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}
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/// <summary>
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/// 关卡进度引导
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/// </summary>
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[Serializable]
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public class ProgressGuideData
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{
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[LabelText("关卡进度参数:类型")] public ELevelGuideProgressType progressType;
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[LabelText("触发条件")] public ConditionModifier triggerCondition;
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[LabelText("完成条件")] public ConditionModifier finishCondition;
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public ProgressGuideData(ProgressGuideData data)
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{
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progressType = data.progressType;
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triggerCondition = data.triggerCondition;
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finishCondition = data.finishCondition;
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}
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public ProgressGuideData()
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{
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progressType = ELevelGuideProgressType.SuccessProgress;
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triggerCondition = new ConditionModifier(ConditionUtil.LevelGuideConditionFilter);
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finishCondition = new ConditionModifier(ConditionUtil.LevelGuideEndConditionFilter);
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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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triggerCondition.SetFilterTypes(ConditionUtil.LevelGuideConditionFilter);
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finishCondition.SetFilterTypes(ConditionUtil.LevelGuideEndConditionFilter);
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}
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}
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/// <summary>
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/// 关卡立标引导
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/// </summary>
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[Serializable]
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public class SetFlagGuideData
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{
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[LabelText("立标类型")] public ELevelGuideSetFlagType setFlagType;
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[LabelText("选择单位类型")] [ShowIf("@setFlagType==ELevelGuideSetFlagType.Unit")]
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public ESetFlagUnitType unitType;
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[LabelText("对应ID")] public int setFlagID;
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[HorizontalGroup("1")] [LabelText("立标提示内容")]
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public string setFlagKey;
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[HorizontalGroup("1")] [LabelText("备注")]
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public string note; // 策划使用备注
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[HideInInspector] [LabelText("立标配置ID")]
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public int guideTagID; // 编辑器使用
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[HideInInspector] [LabelText("立标路径")] public string guideTagPath;
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[LabelText("触发条件")] public ConditionModifier triggerCondition;
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[LabelText("完成条件")] public ConditionModifier finishCondition;
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public SetFlagGuideData(SetFlagGuideData data)
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{
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setFlagType = data.setFlagType;
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unitType = data.unitType;
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setFlagID = data.setFlagID;
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setFlagKey = data.setFlagKey;
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guideTagID = data.guideTagID;
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guideTagPath = data.guideTagPath;
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triggerCondition = data.triggerCondition;
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finishCondition = data.finishCondition;
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}
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public SetFlagGuideData()
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{
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setFlagType = ELevelGuideSetFlagType.CellIndex;
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unitType = ESetFlagUnitType.Self;
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setFlagID = -1;
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triggerCondition = new ConditionModifier(ConditionUtil.LevelGuideConditionFilter);
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finishCondition = new ConditionModifier(ConditionUtil.LevelGuideEndConditionFilter);
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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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triggerCondition.SetFilterTypes(ConditionUtil.LevelGuideConditionFilter);
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finishCondition.SetFilterTypes(ConditionUtil.LevelGuideEndConditionFilter);
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}
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}
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/// <summary>
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/// 关卡信息面板引导
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/// </summary>
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[Serializable]
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public class InfoPanelGuideData
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{
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[HorizontalGroup("1")] [LabelText("标题ID")]
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public string titleKey;
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[HorizontalGroup("1")] [LabelText("备注")]
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public string noteTitle; // 策划使用备注
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[HorizontalGroup("2")] [LabelText("内容ID")]
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public string contentKey;
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[HorizontalGroup("2")] [LabelText("备注")]
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public string noteContent; // 策划使用备注
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[LabelText("触发条件")] public ConditionModifier triggerCondition;
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[LabelText("完成条件")] public ConditionModifier finishCondition;
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public InfoPanelGuideData(InfoPanelGuideData data)
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{
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titleKey = data.titleKey;
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contentKey = data.contentKey;
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triggerCondition = data.triggerCondition;
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finishCondition = data.finishCondition;
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}
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public InfoPanelGuideData()
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{
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triggerCondition = new ConditionModifier(ConditionUtil.LevelGuideConditionFilter);
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finishCondition = new ConditionModifier(ConditionUtil.LevelGuideEndConditionFilter);
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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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triggerCondition.SetFilterTypes(ConditionUtil.LevelGuideConditionFilter);
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finishCondition.SetFilterTypes(ConditionUtil.LevelGuideEndConditionFilter);
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}
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}
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#endregion
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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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// TODO 删除 PVP行为树还在使用
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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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// TODO 删除 PVP行为树还在使用
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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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[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("波次横幅显示数据")] [ListDrawerSettings(CustomAddFunction = "OnAddWaveInfoData")]
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public List<WaveInfoData> waveInfoDatas = new();
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private void OnAddWaveInfoData()
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{
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var waveInfoData = new WaveInfoData
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{
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localID = waveInfoDatas.Count + 1
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};
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waveInfoDatas.Add(waveInfoData);
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}
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[BoxGroup("触发器")] [LabelText("关卡触发器")] public List<LevelTriggerData> levelTriggerDatas;
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[BoxGroup("特殊需求")] [LabelText("初始生命百分值")]
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public float initialHealthPercent = 1.0f;
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[BoxGroup("特殊需求")] [LabelText("初始护盾百分值")]
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public float initialShieldPercent = 1.0f;
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#region 关卡引导
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[HideInInspector] [LabelText("关卡进度")] public List<ProgressGuideData> progressGuideDatas = new();
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[HideInInspector] [LabelText("立标数据")] public List<SetFlagGuideData> setFlagGuideDatas = new();
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[HideInInspector] [LabelText("信息板数据")] public List<InfoPanelGuideData> infoPanelGuideDatas = new();
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#endregion
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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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[HideInInspector] public List<NPCInfo> npcInfos = new();
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[HideInInspector] public List<NPCInfo> midNpcInfos = new();
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[HideInInspector] public List<NPCInfo> selfNpcInfos = new();
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[HideInInspector] public Dictionary<int, List<int>> npcGroupInfos = 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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[HideInInspector] public List<CaptureInfo> CapturePoints = new(8);
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[HideInInspector] public List<int> flagStartPoints = new List<int>();
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[HideInInspector] public List<int> flagEndPoints = new List<int>();
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[HideInInspector] public List<int> fallbackSinglePoints = new List<int>();
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[HideInInspector] public List<int> fallbackReusablePoints = new List<int>();
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[HideInInspector] public int fallBackCount;
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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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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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}
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}
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} |