104 lines
2.9 KiB
C#
104 lines
2.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 装备栏
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/// </summary>
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public class Equipment {
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/// <summary> 插槽字典 </summary>
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public Dictionary<string, EquipmentSlot> dictionary = new Dictionary<string, EquipmentSlot>();
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/// <summary> 索引器 </summary>
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public EquipmentSlot this[string key] => dictionary[key];
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public bool ContainsKey(string key) => dictionary.ContainsKey(key);
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/// <summary> 添加插槽 </summary>
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public void AddSlot(EquipmentSlot slot) => dictionary.Add(slot.name, slot);
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}
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/// <summary>
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/// 插槽类型
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/// </summary>
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public enum SlotType {
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库存, 主手, 副手, 上衣, 头盔, 手套, 腰带, 鞋子, 项链, 戒指1, 戒指2, 手镯1, 手镯2
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}
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/// <summary>
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/// 装备插槽
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/// </summary>
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public abstract class EquipmentSlot {
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/// <summary> 名字 </summary>
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public string name;
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/// <summary> 物品 </summary>
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public DataEquipment item;
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public EquipmentSlot(SlotType slot) => name = slot.ToString();
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/// <summary> 设置 </summary>
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public void Settings(DataItem item, int count) {
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if (item is DataEquipment equipment) { this.item = equipment; }
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else { this.item = null; }
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}
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public abstract bool Verify(DataEquipment equipment);
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}
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/// <summary>
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/// 武器 - 装备插槽
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/// </summary>
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public class WeaponSlot : EquipmentSlot {
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/// <summary> 副手插槽 </summary>
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public DeputySlot deputy;
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public WeaponSlot(SlotType slot) : base(slot) { }
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public override bool Verify(DataEquipment equipment) {
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string[] type = equipment.type.Split("/");
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if (type[0] == WeaponType.单手.ToString()) { return true; }
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if (type[0] == WeaponType.双手.ToString()) { return true; }
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return false;
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}
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}
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/// <summary>
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/// 副手 - 装备插槽
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/// </summary>
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public class DeputySlot : EquipmentSlot {
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/// <summary> 主手插槽 </summary>
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public WeaponSlot weapon;
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public DeputySlot(SlotType slot) : base(slot) { }
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public override bool Verify(DataEquipment equipment) {
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string[] type = equipment.type.Split("/");
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if (type[0] == WeaponType.副手.ToString()) { return true; }
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return false;
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}
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}
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/// <summary>
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/// 护甲 - 装备插槽
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/// </summary>
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public class ArmorSlot : EquipmentSlot {
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/// <summary> 护甲类型 </summary>
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public string armorType;
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public ArmorSlot(SlotType slot, ArmorType armor) : base(slot) => armorType = armor.ToString();
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public override bool Verify(DataEquipment equipment) {
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string[] type = equipment.type.Split("/");
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if (type[0] == armorType) { return true; }
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return false;
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}
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}
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/// <summary>
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/// 饰品 - 装备插槽
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/// </summary>
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public class AccessorySlot : EquipmentSlot {
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/// <summary> 饰品类型 </summary>
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public string accessoryType;
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public AccessorySlot(SlotType slot, AccessoryType accessory) : base(slot) => accessoryType = accessory.ToString();
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public override bool Verify(DataEquipment equipment) {
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string[] type = equipment.type.Split("/");
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if (type[0] == accessoryType) { return true; }
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return false;
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}
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} |