This commit is contained in:
MuHua-123
2025-09-29 17:58:53 +08:00
parent 153e254d33
commit a18bea561a
180 changed files with 1325 additions and 189 deletions
@@ -0,0 +1,41 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性容器
/// </summary>
public class AttributeContainer {
/// <summary> 属性字典 </summary>
public Dictionary<string, AttributeInstance> dictionary = new Dictionary<string, AttributeInstance>();
/// <summary> 添加属性 </summary>
public void AddInstance(string attributeID, AttributeInstance instance) {
if (dictionary.ContainsKey(attributeID)) { return; }
dictionary.Add(attributeID, instance);
}
/// <summary> 添加修改器 </summary>
public void AddModifier(string attributeID, AttributeModifier mod, bool isUpdate) {
if (!dictionary.ContainsKey(attributeID)) { return; }
dictionary[attributeID].AddModifier(mod, isUpdate);
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
foreach (var item in dictionary) { item.Value.RecalculateValue(); }
}
/// <summary> 循环属性集合 </summary>
public void ForEach(Action<string, AttributeInstance> action) {
foreach (var item in dictionary) { action?.Invoke(item.Key, item.Value); }
}
/// <summary> 查询值 </summary>
public float FindValue(string attributeID) {
if (!dictionary.ContainsKey(attributeID)) { return 0; }
return dictionary[attributeID].currentValue;
}
/// <summary> 查询修改器 </summary>
public List<AttributeModifier> FindModifier(string attributeID) {
if (!dictionary.ContainsKey(attributeID)) { return new(); }
return dictionary[attributeID].modifiers;
}
}
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@@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性容器 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/属性模块/属性容器")]
public class AttributeContainerConst : ScriptableObject {
/// <summary> 属性列表 </summary>
[HideInInspector]
public List<AttributeInstanceConst> instances;
/// <summary> 转换数据 </summary>
public AttributeContainer To() {
AttributeContainer container = new AttributeContainer();
instances.ForEach(obj => container.AddInstance(obj.name, obj.To()));
return container;
}
}
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@@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性实例
/// </summary>
public class AttributeInstance {
/// <summary> 属性名称 </summary>
public string name;
/// <summary> 基础值 </summary>
public float baseValue;
/// <summary> 当前值 </summary>
public float currentValue;
/// <summary> 附加值% </summary>
public float additionValue;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue = float.MaxValue;
/// <summary> 属性类型 </summary>
public AttributeType type;
/// <summary> 修改器列表 </summary>
public List<AttributeModifier> modifiers = new List<AttributeModifier>();
/// <summary> 添加修改器 </summary>
public void AddModifier(AttributeModifier mod, bool isUpdate) {
modifiers.Add(mod);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 添加修改器 </summary>
public void AddModifier(List<AttributeModifier> mods, bool isUpdate) {
modifiers.AddRange(mods);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
currentValue = baseValue;
modifiers.ForEach(mod => currentValue = mod.Fixed(currentValue));
additionValue = 1;
modifiers.ForEach(mod => additionValue = mod.Addition(additionValue));
currentValue = currentValue * additionValue;
currentValue = Mathf.Clamp(currentValue, minValue, maxValue);
}
}
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@@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性实例 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/属性模块/属性实例")]
public class AttributeInstanceConst : ScriptableObject {
/// <summary> 属性类型 </summary>
public AttributeType type;
/// <summary> 默认值 </summary>
public float defaultValue;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue = 9999;
/// <summary> 属性容器 </summary>
[HideInInspector]
public AttributeContainerConst container;
/// <summary> 转换数据 </summary>
public AttributeInstance To() {
AttributeInstance instance = new AttributeInstance();
instance.type = type;
instance.name = name;
instance.baseValue = defaultValue;
instance.currentValue = defaultValue;
instance.minValue = minValue;
instance.maxValue = maxValue;
return instance;
}
}
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@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性调整
/// </summary>
public abstract class AttributeModifier {
/// <summary> 固定值 </summary>
public abstract float Fixed(float input);
/// <summary> 附加值% </summary>
public abstract float Addition(float input);
}
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@@ -0,0 +1,46 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 属性附加
/// </summary>
public class AttributeSystem : Module<AttributeSystem> {
/// <summary> 修改事件 </summary>
public static event Action<AttributeSystem> OnChange;
/// <summary> 附加字典 </summary>
public Dictionary<string, AttributeContainer> dictionary = new Dictionary<string, AttributeContainer>();
/// <summary> 应用修改 </summary>
public void Apply() => OnChange?.Invoke(this);
/// <summary> 添加容器 </summary>
public void AddInstance(string containerID, AttributeContainer container) {
if (dictionary.ContainsKey(containerID)) { return; }
dictionary.Add(containerID, container);
OnChange?.Invoke(this);
}
/// <summary> 添加修改器 </summary>
public void AddModifier(string containerID, string attributeID, AttributeModifier mod, bool isUpdate) {
if (!dictionary.ContainsKey(containerID)) { return; }
dictionary[containerID].AddModifier(attributeID, mod, isUpdate);
OnChange?.Invoke(this);
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
foreach (var item in dictionary) { item.Value.RecalculateValue(); }
}
/// <summary> 查询容器 </summary>
public AttributeContainer FindContainer(string containerID) {
if (!dictionary.ContainsKey(containerID)) { return new(); }
return dictionary[containerID];
}
/// <summary> 查询容器 </summary>
public bool TryContainer(string containerID, out AttributeContainer container) {
container = null;
if (!dictionary.ContainsKey(containerID)) { return false; }
container = dictionary[containerID];
return true;
}
}
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@@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性类型
/// </summary>
public enum AttributeType {
/// <summary> 浮点数值 </summary>
Float,
/// <summary> 整数值 </summary>
Integer,
/// <summary> 布尔值 </summary>
Boolean,
/// <summary> 百分比值 </summary>
Percentage
}
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