This commit is contained in:
MuHua-123
2025-07-19 17:50:04 +08:00
parent d4574f4bd7
commit 2b349081e2
24 changed files with 1247 additions and 204 deletions
@@ -1,5 +1,5 @@
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@@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 附加 - 数据
/// </summary>
public class DataAddition {
/// <summary> 护甲等级 </summary>
public int armorClass = 0;
/// <summary> 添加属性 </summary>
public void Add(DataAddition value) {
armorClass += value.armorClass;
}
}
@@ -0,0 +1,11 @@
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@@ -22,7 +22,7 @@ public class DataCharacter : DataAttribute {
/// <summary> 种族 </summary>
public DataRace race = DataRace.None();
/// <summary> 职业 </summary>
public DataProfession profession = DataProfession.None();
public DataProfession profession;
/// <summary> 装备栏 </summary>
public DataEquipmentSlot equipmentSlot = new DataEquipmentSlot();
@@ -39,35 +39,35 @@ public class DataCharacter : DataAttribute {
/// <summary> 魅力调整值(charisma) </summary>
public int ChaModifier => Modifier(Cha);
public DataCharacter() {
profession = DataProfession.None(this);
}
/// <summary> 更新角色状态 </summary>
public void Update() {
// 更新属性
Cover(basic);
// 添加种族属性
Add(race);
// 添加职业属性
Add(profession);
UpdateAttribute();
// 战斗等级
level = profession.level;
// 护甲等级
armorClass = 10 + DexModifier;
armorClass = GetArmorClass();
// 升级经验 = 100 * 3^level
expPoint.y = 100 * (int)Mathf.Pow(3, level);
// 最大生命值
hitPoint.y = race.HitPoint() + profession.HitPoint();
hitPoint.y = profession.HitPoint();
}
/// <summary> 更新角色属性 </summary>
public void UpdateAttribute() {
// 更新属性
Cover(basic);
// 添加种族属性
if (race != null) { Add(race); }
// 添加职业属性
if (profession != null) { Add(profession); }
}
/// <summary> 计算护甲等级(AC </summary>
public int GetArmorClass() {
// TODO:需要补充专长,技能,熟练之类的加值
return equipmentSlot.GetArmorClass(DexModifier);
}
// 计算护甲等级(AC
// 无甲基础AC = 10
// 护甲
// 重甲 敏捷加值无效‌
// 中甲 敏捷加值上限‌+2
// 轻甲 敏捷加值全额生效
// 盾牌 直接增加
// 法术 直接增加
// 打印角色卡
public void PrintCharacterSheet() {
@@ -7,15 +7,28 @@ using UnityEngine;
/// 职业 - 数据
/// </summary>
public class DataProfession : DataAttribute {
/// <summary> 绑定角色 </summary>
public readonly DataCharacter character;
/// <summary> 职业名称 </summary>
public string name;
public readonly string name;
/// <summary> 生命骰子 </summary>
public readonly int hitDice = 0;
/// <summary> 职业等级 </summary>
public int level = 0;
/// <summary> 生命骰子 </summary>
public int hitDice = 0;
/// <summary> 累计生命点 </summary>
public List<int> hitPoints = new List<int>();
public DataProfession(DataCharacter character, string name, int hitDice) {
this.character = character;
this.name = name;
this.hitDice = hitDice;
character.UpdateAttribute();
level = 1;
hitPoints = new List<int>();
// 初始生命 = 满生命骰子 + 体质调整值
hitPoints.Add(hitDice + character.ConModifier);
}
/// <summary> 升级:骰生命骰子+体质调整值 </summary>
public void Upgrade(int modifier) {
level++;
@@ -27,47 +40,38 @@ public class DataProfession : DataAttribute {
return hitPoints.Sum();
}
/// <summary> 无职业 </summary>
public static DataProfession None() {
return new DataProfession() { name = "无" };
/// <summary> 无职业 1d4 </summary>
public static DataProfession None(DataCharacter character) {
return new DataProfession(character, "无", 4);
}
/// <summary> 战士职业 </summary>
public static DataProfession Warrior(int modifier) {
DataProfession profession = new DataProfession();
// 战士,初始1级,1d10生命骰子,初始生命=满生命骰子+体质调整值
profession.name = "战士";
profession.level = 1;
profession.hitDice = 10;
profession.hitPoints.Add(profession.hitDice + modifier);
// 职业属性加成
profession.Str = 2;
profession.Con = 1;
return profession;
/// <summary> 随机职业 </summary>
public static DataProfession Random(DataCharacter character) {
int index = Dice.Roll(5);
if (index == 1) { return Warrior(character); }
if (index == 2) { return Wizard(character); }
if (index == 3) { return Cleric(character); }
if (index == 4) { return Ranger(character); }
if (index == 5) { return Chanter(character); }
return None(character);
}
/// <summary> 法师职业 </summary>
public static DataProfession Wizard(int modifier) {
DataProfession profession = new DataProfession();
// 法师,初始1级,1d6生命骰子,初始生命=满生命骰子+体质调整值
profession.name = "法师";
profession.level = 1;
profession.hitDice = 6;
profession.hitPoints.Add(profession.hitDice + modifier);
// 职业属性加成
profession.Int = 2;
profession.Dex = 1;
return profession;
/// <summary> 战士 1d10 </summary>
public static DataProfession Warrior(DataCharacter character) {
return new DataProfession(character, "战士", 10);
}
/// <summary> 牧师职业 </summary>
public static DataProfession Cleric(int modifier) {
DataProfession profession = new DataProfession();
// 牧师,初始1级,1d8生命骰子,初始生命=满生命骰子+体质调整值
profession.name = "牧师";
profession.level = 1;
profession.hitDice = 8;
profession.hitPoints.Add(profession.hitDice + modifier);
// 职业属性加成
profession.Wis = 2;
profession.Con = 1;
return profession;
/// <summary> 法师 1d6 </summary>
public static DataProfession Wizard(DataCharacter character) {
return new DataProfession(character, "法师", 6);
}
/// <summary> 牧师 1d8 </summary>
public static DataProfession Cleric(DataCharacter character) {
return new DataProfession(character, "牧师", 8);
}
/// <summary> 游侠 1d8 </summary>
public static DataProfession Ranger(DataCharacter character) {
return new DataProfession(character, "游侠", 8);
}
/// <summary> 歌者 1d6 </summary>
public static DataProfession Chanter(DataCharacter character) {
return new DataProfession(character, "歌者", 6);
}
}
+51 -8
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@@ -7,18 +7,61 @@ using UnityEngine;
/// </summary>
public class DataRace : DataAttribute {
/// <summary> 种族名称 </summary>
public string name;
/// <summary> 基础生命点 </summary>
public int hitPoint = 10;
public readonly string name;
/// <summary> 生命点:每级生命点总和 </summary>
public int HitPoint() {
return hitPoint;
public DataRace(string name) {
this.name = name;
}
// 混血人类,木精灵,丘陵矮人(Hill Dwarf),龙裔,半精灵
/// <summary> 无种族 </summary>
public static DataRace None() {
// 初始生命值10点
return new DataRace() { name = "无" };
return new DataRace("未知");
}
/// <summary> 随机职业 </summary>
public static DataRace Random() {
int index = Dice.Roll(5);
if (index == 1) { return Human(); }
if (index == 2) { return Elven(); }
if (index == 3) { return Dwarf(); }
if (index == 4) { return Orc(); }
if (index == 5) { return Halfling(); }
return None();
}
/// <summary> 人类(Human) </summary>
public static DataRace Human() {
DataRace race = new DataRace("人类");
// 种族属性加成 全属性+1
race.Str = 1; race.Dex = 1; race.Con = 1;
race.Int = 1; race.Wis = 1; race.Cha = 1;
return race;
}
/// <summary> 精灵(Elven) </summary>
public static DataRace Elven() {
DataRace race = new DataRace("精灵");
// 种族属性加成 敏捷+2 智力+2 感知+1
race.Dex = 2; race.Int = 2; race.Int = 1;
return race;
}
/// <summary> 矮人(Dwarf) </summary>
public static DataRace Dwarf() {
DataRace race = new DataRace("矮人");
// 种族属性加成 力量+2 体质+2 感知+1
race.Str = 2; race.Con = 2; race.Wis = 1;
return race;
}
/// <summary> 半兽人(Orc) </summary>
public static DataRace Orc() {
DataRace race = new DataRace("半兽人");
// 种族属性加成 力量+3 体质+2
race.Str = 3; race.Con = 2;
return race;
}
/// <summary> 半身人(Halfling) </summary>
public static DataRace Halfling() {
DataRace race = new DataRace("半身人");
// 种族属性加成 敏捷+2 魅力+2 体质+1
race.Dex = 2; race.Cha = 2; race.Con = 1;
return race;
}
}
@@ -7,17 +7,17 @@ using UnityEngine;
/// </summary>
public class DataEquipmentSlot : DataInventory {
/// <summary> 武器1 </summary>
public DataWeapon Weapon1;
public DataWeapon weapon1;
/// <summary> 武器2 </summary>
public DataWeapon Weapon2;
public DataWeapon weapon2;
/// <summary> 护甲 </summary>
public DataArmor Armor;
public DataArmor armor;
/// <summary> 头盔 </summary>
public DataEquipment Helmets;
public DataEquipment helmets;
/// <summary> 手套 </summary>
public DataEquipment Gloves;
public DataEquipment gloves;
/// <summary> 鞋子 </summary>
public DataEquipment Shoes;
public DataEquipment shoes;
public override bool Add(DataItem item) {
// 如果是武器,则尝试装备
@@ -32,18 +32,56 @@ public class DataEquipmentSlot : DataInventory {
throw new System.NotImplementedException();
}
/// <summary> 获取护甲等级 </summary>
public int GetArmorClass(int modifier) {
int addValue = GetAddValue();
// 无甲 基础AC = 10,调整值全额生效
if (armor == null) { return 10 + modifier + addValue; }
// 布甲 调整值全额生效
if (armor.armorType == ArmorType.ClothArmor) { }
// 轻甲 调整值全额生效
if (armor.armorType == ArmorType.LightArmor) { }
// 中甲 调整值上限=2
if (armor.armorType == ArmorType.MediumArmor) { modifier = Mathf.Min(modifier, 2); }
// 重甲 调整值无效‌
if (armor.armorType == ArmorType.HeavyArmor) { modifier = 0; }
// 基础AC + 调整值 + 附加值
return GetArmorClass(armor) + modifier + addValue;
}
/// <summary> 获取护甲等级 </summary>
public int GetArmorClass(DataEquipment equipment) {
return equipment.Addition().armorClass;
}
/// <summary> 获取护甲加值 </summary>
public int GetAddValue() {
int addValue = 0;
// 武器1 加值
if (weapon1 != null) { addValue += GetArmorClass(weapon1); }
// 武器2 加值
if (weapon2 != null) { addValue += GetArmorClass(weapon2); }
// 头盔 加值
if (helmets != null) { addValue += GetArmorClass(helmets); }
// 手套 加值
if (gloves != null) { addValue += GetArmorClass(gloves); }
// 鞋子 加值
if (shoes != null) { addValue += GetArmorClass(shoes); }
return addValue;
}
#region 穿
private bool Wear(DataWeapon weapon) {
Weapon1 = weapon;
weapon1 = weapon;
return true;
}
private bool Wear(DataArmor armor) {
Armor = armor;
this.armor = armor;
return true;
}
private bool Wear(DataEquipment equipment) {
if (equipment.equipmentType == EquipmentType.Helmets) { Helmets = equipment; return true; }
if (equipment.equipmentType == EquipmentType.Gloves) { Gloves = equipment; return true; }
if (equipment.equipmentType == EquipmentType.Shoes) { Shoes = equipment; return true; }
if (equipment.equipmentType == EquipmentType.Helmets) { helmets = equipment; return true; }
if (equipment.equipmentType == EquipmentType.Gloves) { gloves = equipment; return true; }
if (equipment.equipmentType == EquipmentType.Shoes) { shoes = equipment; return true; }
return false;
}
#endregion
}
@@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 护甲类型。
/// </summary>
public enum ArmorType {
/// <summary> 布甲 </summary>
ClothArmor,
/// <summary> 轻甲 </summary>
LightArmor,
/// <summary> 中甲 </summary>
MediumArmor,
/// <summary> 重甲 </summary>
HeavyArmor,
}
/// <summary>
/// 护甲 - 数据
/// </summary>
public class DataArmor : DataEquipment {
/// <summary> 护甲类型 </summary>
public ArmorType armorType;
}
@@ -0,0 +1,11 @@
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+24 -14
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@@ -2,24 +2,34 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备类型。
/// </summary>
public enum EquipmentType {
/// <summary> 武器 </summary>
Weapon,
/// <summary> 护甲 </summary>
Armor,
/// <summary> 头盔 </summary>
Helmets,
/// <summary> 手套 </summary>
Gloves,
/// <summary> 鞋子 </summary>
Shoes,
}
/// <summary>
/// 装备 - 数据
/// </summary>
public class DataEquipment : DataItem {
/// <summary> 装备类型 </summary>
public EquipmentType equipmentType;
}
/// <summary>
/// 武器 - 数据
/// </summary>
public class DataWeapon : DataEquipment {
/// <summary> 武器类型 </summary>
public WeaponType weaponType;
}
/// <summary>
/// 护甲 - 数据
/// </summary>
public class DataArmor : DataEquipment {
/// <summary> 护甲类型 </summary>
public ArmorType armorType;
/// <summary> 附加效果 </summary>
public List<DataAddition> additions;
/// <summary> 附加效果 </summary>
public DataAddition Addition() {
DataAddition addition = new DataAddition();
additions.ForEach(obj => addition.Add(obj));
return addition;
}
}
+10 -35
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@@ -2,6 +2,15 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 物品类型。
/// </summary>
public enum ItemType {
/// <summary> 材料 </summary>
Material,
/// <summary> 装备 </summary>
Equipment
}
/// <summary>
/// 物品 - 数据
/// </summary>
@@ -11,38 +20,4 @@ public class DataItem {
/// <summary> 物品类型 </summary>
public ItemType itemType;
}
/// <summary>
/// 物品类型。
/// </summary>
public enum ItemType {
Material, // 材料
Equipment // 装备
}
/// <summary>
/// 装备类型。
/// </summary>
public enum EquipmentType {
Weapon, // 武器
Armor, // 护甲
Helmets, //头盔
Gloves, // 手套
Shoes, // 鞋子
}
/// <summary>
/// 武器类型。
/// </summary>
public enum WeaponType {
LightWeapon, // 轻型武器
MediumWeapon, // 中型武器
HeavyWeapon, //重型武器
Shield, // 盾牌
}
/// <summary>
/// 护甲类型。
/// </summary>
public enum ArmorType {
ClothArmor, // 布甲
LightArmor, // 轻甲
MediumArmor, // 中甲
HeavyArmor, // 重甲
}
@@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 武器类型。
/// </summary>
public enum WeaponType {
/// <summary> 轻型武器 </summary>
LightWeapon,
/// <summary> 中型武器 </summary>
MediumWeapon,
/// <summary> 重型武器 </summary>
HeavyWeapon,
/// <summary> 盾牌 </summary>
Shield,
}
/// <summary>
/// 武器 - 数据
/// </summary>
public class DataWeapon : DataEquipment {
/// <summary> 武器类型 </summary>
public WeaponType weaponType;
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 战斗 - 模拟器
/// </summary>
public class BattleSimulator {
// 先攻判断
// 艾薇拉(18) → 哥布林射手(15) → 托尔吉(7) → 哥布林战士(5)
// 突袭轮
// 哥布林射手 使用短弓射击(23)对艾薇拉(AC12)造成了 5穿刺伤害
// 正式回合1
// ‌艾薇拉 施放纠缠术‌(法术豁免DC14),哥布林射手(敏捷豁免6)被束缚
// ‌艾薇拉 躲至矿石掩体后(AC提升至14)
// 哥布林射手 试图挣脱藤蔓(力量豁免‌3‌)失败了
// 哥布林射手 使用多重射击,第一箭(劣势2)对托尔吉(AC14)未命中,第二箭(劣势9)对托尔吉(AC14)未命中
// 托尔吉 使用狂暴‌(附赠动作开启)→ 获得力量加成与抗性
// 托尔吉 移动至哥布林战士前面
// 托尔吉 使用巨斧猛击(19)对哥布林战士(AC12) 造成了 14钝击伤害
// 哥布林战士死亡
// 正式回合2
// ‌艾薇拉 施放奥术飞弹‌(法术豁免DC14),哥布林射手(敏捷豁免6)受到了 10奥术伤害
// 哥布林射手死亡
public BattleSimulator() {
}
}
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@@ -14,7 +14,13 @@ public class ManagerSimulator : ModuleSingle<ManagerSimulator> {
private void Start() {
character = new DataCharacter();
// 种族
character.race = DataRace.Orc();
// 职业
character.profession = DataProfession.Warrior(character);
// 更新属性
character.Update();
// 打印角色卡
character.PrintCharacterSheet();
}
}
+36
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@@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
using System;
using System.Text.RegularExpressions;
public class Test : ModuleUIPage {
private string skill;
public override VisualElement Element => root;
public Label label => Q<Label>();
private void Awake() {
string goblin = Settings("哥布林射手", Color.red);
string skill = Settings("短弓射击(23)", Color.yellow);
string elvira = Settings("艾薇拉(12)", Color.green);
string damage = Settings("5穿刺伤害", Color.red);
label.text = $"{goblin}使用{skill}对{elvira}造成了{damage}";
label.RegisterCallback<MouseMoveEvent>(OnMouseMove);
this.skill = Regex.Replace(goblin, "<.*?>", "");
}
private void OnMouseMove(MouseMoveEvent evt) {
Vector2 localPosition = evt.localMousePosition;
if (label.EnterString(skill, localPosition)) { Debug.Log($"鼠标位 {skill} 上"); }
}
private string Settings(string value, Color color) {
value = UITool.RichTextUnderline(value);
return UITool.RichTextColor(value, color);
}
}
+11
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using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.UIElements;
#if ENABLE_INPUT_SYSTEM && UNITY_INPUT_SYSTEM_PACKAGE
using UnityEngine.InputSystem;
#endif
namespace MuHua
{
namespace MuHua {
/// <summary>
/// UI工具
/// </summary>
public static class UITool
{
public static class UITool {
/// <summary> 获取鼠标位置 </summary>
public static Vector3 GetMousePosition()
{
public static Vector3 GetMousePosition() {
#if ENABLE_INPUT_SYSTEM && UNITY_INPUT_SYSTEM_PACKAGE
return Mouse.current.position.ReadValue();
#else
return Input.mousePosition;
#endif
}
/// <summary> 富文本: 颜色 </summary>
public static string RichTextColor(string value, Color color) {
string hexRGBA = ColorUtility.ToHtmlStringRGBA(color);
return $"<color=#{hexRGBA}>{value}</color>";
}
/// <summary> 富文本: 下划线 </summary>
public static string RichTextUnderline(string value) {
return $"<u>{value}</u>";
}
/// <summary> 排除富文本 </summary>
public static string RemoveRichText(string str) {
return Regex.Replace(str, "<.*?>", "");
}
/// <summary> 判断 localPosition 是否在 string 上 </summary>
public static bool EnterString(this Label label, string str, Vector2 localPosition) {
string rawText = RemoveRichText(label.text);
int startIndex = rawText.IndexOf(str);
if (startIndex == -1) return false;
// 计算起始位置宽度
float startWidth = label.MeasureTextSize(
rawText.Substring(0, startIndex),
label.resolvedStyle.width,
VisualElement.MeasureMode.Undefined,
label.resolvedStyle.height,
VisualElement.MeasureMode.Undefined
).x;
// 计算目标字符串总宽度
float targetWidth = label.MeasureTextSize(
str,
label.resolvedStyle.width,
VisualElement.MeasureMode.Undefined,
label.resolvedStyle.height,
VisualElement.MeasureMode.Undefined
).x;
Rect rect = new Rect(startWidth, 0, targetWidth, label.resolvedStyle.height);
return rect.Contains(localPosition);
}
}
}