notebook实装功能,galgame继续,一些bug修复
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@@ -70,6 +70,15 @@ public class EnemyCombatant : MonoBehaviour, ICombatant
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currentMana = 0;
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isDead = false;
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GameplaySkillLogger.RecordEnemyLifeState(
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gameObject.name,
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"Spawned",
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currentHP,
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maxHP,
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currentMana,
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maxMana,
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sourceData != null ? sourceData.name : "None");
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iBudeffPrefabController.Instance?.RegisterEnemyBaseline(this);
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// notify listeners (UI/manager) that enemy revived
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@@ -150,6 +159,16 @@ public class EnemyCombatant : MonoBehaviour, ICombatant
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ModifyHP(-delta, true);
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int actual = before - currentHP;
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GameplaySkillLogger.RecordEnemyHpEvent(
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gameObject.name,
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"Damage",
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amount,
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effective,
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before,
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currentHP,
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damageResistance,
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source != null ? source.name : "None");
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if (actual != 0)
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{
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if (deferPopup)
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@@ -184,6 +203,16 @@ public class EnemyCombatant : MonoBehaviour, ICombatant
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int delta = Mathf.CeilToInt(amount * mult);
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ModifyHP(delta, true);
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int actual = currentHP - before;
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GameplaySkillLogger.RecordEnemyHpEvent(
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gameObject.name,
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"Heal",
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amount,
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amount * mult,
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before,
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currentHP,
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damageResistance,
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source != null ? source.name : "None");
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if (actual != 0)
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{
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if (deferPopup)
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@@ -356,6 +385,15 @@ public class EnemyCombatant : MonoBehaviour, ICombatant
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{
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if (isDead) return;
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GameplaySkillLogger.RecordEnemyLifeState(
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gameObject.name,
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"Dead",
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currentHP,
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maxHP,
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currentMana,
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maxMana,
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_lastAttacker != null ? _lastAttacker.name : "None");
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// award score to last attacker
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if (sourceData != null)
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{
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