Files
MuHua-UIElements/Assets/ModuleCore/ModuleBattle/BattlePhase/PhaseAction.cs
T
MuHua-123 c0bc7cb05d 1
2025-07-28 17:11:36 +08:00

89 lines
3.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 行动阶段
/// </summary>
public class PhaseAction : BattlePhase {
public PhaseAction(BattleSimulator simulator) : base(simulator) { }
public override void Execute() {
}
}
/// <summary>
/// 行动角色选择
/// </summary>
public class PhaseActionRoleSelect : BattlePhase {
public PhaseActionRoleSelect(BattleSimulator simulator) : base(simulator) { }
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.); return; }
// 判断是否可以行动
if (ActionRole.hitPoint.x <= 0) { simulator.Transition(PhaseType.); 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.);
}
}
/// <summary>
/// 武器攻击
/// </summary>
public class PhaseActionRoleAttack : BattlePhase {
public PhaseActionRoleAttack(BattleSimulator simulator) : base(simulator) { }
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.); 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;
int modifier = weaponType == WeaponType. ? ActionRole.DexModifier : ActionRole.StrModifier;
// 命中检定: d20 + 属性修正
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) {
// 生成战斗消息
Miss(hit, weaponName, target.name, armorClass);
// 结束行动
simulator.Transition(PhaseType.);
return;
}
// 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.);
}
/// <summary> 攻击目标 </summary>
private bool AttackTarget(out DataCombatRole target) {
List<DataCombatRole> roles = BattleQueue.Where(Hostility);
if (roles.Count == 0) { target = null; return false; }
int randomIndex = Random.Range(0, roles.Count);
target = roles[randomIndex];
return true;
}
/// <summary> 敌对目标 </summary>
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) {
MissAttack message = new MissAttack(ActionRole.name, hit, weapon, attacked, armorClass);
Debug.Log(message);
}
/// <summary> 战斗消息 </summary>
private void Hit(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);
}
}