成就系统 巨大修改 新的ui 黑白效果 等一堆
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@@ -13,7 +13,21 @@ public class SkillDefinition : ScriptableObject
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OnNoteHit,
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OnManaFull,
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OnEnemyRevive, // 新增:当敌人登场时触发
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OnEnemyDead // 新增:当敌人死亡时触发
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OnEnemyDead, // 新增:当敌人死亡时触发
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// 新增:当所有敌人被击败时触发
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OnAllEnemiesDefeated,
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// 新增:当单位恢复生命值时触发(治疗)
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OnHPHealed,
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// 新增:当单位失去生命值时触发(受伤/被伤害)
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OnHPLost,
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// 新增:当单位获得法力时触发
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OnManaGained,
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// 新增:当单位失去法力时触发
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OnManaLost,
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// 新增:当生命值高于某阈值时触发(按百分比,0-1)
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OnHPAbovePercent,
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// 新增:当生命值低于某阈值时触发(按百分比,0-1)
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OnHPBelowPercent
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}
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[Header("标识 (Identity)")]
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@@ -68,6 +82,9 @@ public class SkillDefinition : ScriptableObject
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[Tooltip("仅当 triggerCondition == OnNoteHit 时生效:触发后的冷却时间(秒),在冷却时间内再次满足判定不会触发技能")]
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public float onNoteHitCooldown = 0f;
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[Tooltip("仅当 triggerCondition 为 HP 百分比相关时生效:生命值阈值(0-1),例如 0.3 表示 30%")]
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public float hpTriggerPercent = 0.5f;
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// Minimum judge quality required to trigger on note hit
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public enum NoteTriggerThreshold
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{
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@@ -101,6 +118,9 @@ public class SkillDefinition : ScriptableObject
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if (defaultDuration < 0f) defaultDuration = 0f;
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if (defaultTickInterval < 0f) defaultTickInterval = 0f;
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if (onNoteHitCooldown < 0f) onNoteHitCooldown = 0f;
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// clamp hpTriggerPercent
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if (hpTriggerPercent < 0f) hpTriggerPercent = 0f;
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if (hpTriggerPercent > 1f) hpTriggerPercent = 1f;
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}
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// --- Simple expression evaluator used when valueMode == FromFormula ---
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