diff --git a/Assets/ModuleCore/ModuleBattle/BattlePhase/BattlePhase.cs b/Assets/ModuleCore/ModuleBattle/BattlePhase/BattlePhase.cs
index 8b7f873..7d3f465 100644
--- a/Assets/ModuleCore/ModuleBattle/BattlePhase/BattlePhase.cs
+++ b/Assets/ModuleCore/ModuleBattle/BattlePhase/BattlePhase.cs
@@ -31,4 +31,6 @@ public abstract class BattlePhase : IPhase {
public BattlePhase(BattleSimulator simulator) => this.simulator = simulator;
public abstract void Execute();
+ /// 阶段过渡
+ public void Transition(PhaseType phaseType) => simulator.Transition(phaseType);
}
\ No newline at end of file
diff --git a/Assets/ModuleCore/ModuleBattle/BattlePhase/PhaseAction.cs b/Assets/ModuleCore/ModuleBattle/BattlePhase/PhaseAction.cs
index 21a9092..72931e9 100644
--- a/Assets/ModuleCore/ModuleBattle/BattlePhase/PhaseAction.cs
+++ b/Assets/ModuleCore/ModuleBattle/BattlePhase/PhaseAction.cs
@@ -22,12 +22,12 @@ public class PhaseActionRoleSelect : BattlePhase {
public override void Execute() {
// 选择行动的角色,如果没有则进入下一回合
- if (!BattleQueue.Dequeue(out simulator.actionRole)) { simulator.Transition(PhaseType.回合阶段); return; }
+ if (!BattleQueue.Dequeue(out simulator.actionRole)) { Transition(PhaseType.回合阶段); return; }
// 判断是否可以行动
- if (ActionRole.hitPoint.x <= 0) { simulator.Transition(PhaseType.选择角色); return; }
+ if (ActionRole.hitPoint.x <= 0) { Transition(PhaseType.选择角色); return; }
// 进行ai判断
// TODO: 进行武器攻击,使用技能,使用法术,使用物品的判断
- simulator.Transition(PhaseType.角色攻击);
+ Transition(PhaseType.角色攻击);
}
}
///
@@ -39,7 +39,7 @@ public class PhaseActionRoleAttack : BattlePhase {
public override void Execute() {
// 如果没有可以攻击的目标则结算战斗
- if (!AttackTarget(out DataCombatRole target)) { simulator.Transition(PhaseType.结算阶段); return; }
+ if (!AttackTarget(out DataCombatRole target)) { Transition(PhaseType.结算阶段); return; }
// 武器判断:轻型武器使用敏捷,其他都使用力量
string weaponName = ActionRole.weapon1.name;
WeaponType weaponType = ActionRole.weapon1.weaponType;
@@ -48,22 +48,21 @@ public class PhaseActionRoleAttack : BattlePhase {
int hit = Dice.Roll20(modifier);
int armorClass = target.armorClass;
// 如果命中小于等于目标护甲等级,则不造成伤害
- if (hit <= armorClass) {
+ if (hit > armorClass) {
+ // 获取所有武器伤害骰
+ DataDamageDice damageDice = ActionRole.weapon1.damageDice;
+ // 伤害计算: 武器伤害骰 + 属性修正
+ int damage = Dice.Roll(damageDice.value) + modifier;
+ target.hitPoint.x -= damage;
// 生成战斗消息
- Miss(hit, weaponName, target.name, armorClass);
- // 结束行动
- simulator.Transition(PhaseType.选择角色);
- return;
+ MessageHit(hit, weaponName, target.name, armorClass, damage, damageDice.type);
+ }
+ else {
+ // 生成战斗消息
+ MessageMiss(hit, weaponName, target.name, armorClass);
}
- // 获取所有武器伤害骰
- DataDamageDice damageDice = ActionRole.weapon1.damageDice;
- // 伤害计算: 武器伤害骰 + 属性修正
- int damage = Dice.Roll(damageDice.value) + modifier;
- target.hitPoint.x -= damage;
- // 生成战斗消息
- Hit(hit, weaponName, target.name, armorClass, damage, damageDice.type);
// 结束行动
- simulator.Transition(PhaseType.选择角色);
+ Transition(PhaseType.选择角色);
}
/// 攻击目标
private bool AttackTarget(out DataCombatRole target) {
@@ -77,12 +76,13 @@ public class PhaseActionRoleAttack : BattlePhase {
private bool Hostility(DataCombatRole role) {
return role.team != ActionRole.team && role.hitPoint.x > 0;
}
- private void Miss(int hit, string weapon, string attacked, int armorClass) {
+ /// 战斗消息:没有命中
+ private void MessageMiss(int hit, string weapon, string attacked, int armorClass) {
MissAttack message = new MissAttack(ActionRole.name, hit, weapon, attacked, armorClass);
Debug.Log(message);
}
- /// 战斗消息
- private void Hit(int hit, string weapon, string attacked, int armorClass, int damage, DamageType damageType) {
+ /// 战斗消息:命中
+ private void MessageHit(int hit, string weapon, string attacked, int armorClass, int damage, DamageType damageType) {
HitAttack message = new HitAttack(ActionRole.name, hit, weapon, attacked, armorClass, damage, damageType);
Debug.Log(message);
}