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# 这个配置文件用来定义特效挂载点 | ||
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# 这个配置文件用来定义物体挂载点, 包括 Weapon, Seal, Prop, Assory... | ||
[[item_mount_positions]] # 挂载点同样是一个简单的表数组 | ||
id = 'LHand' # Id 用来被具体的物体引用, 来确定位置 | ||
position= 'UpperArm.L' # 挂载的位置是具体的父骨骼名称, 这个遵从Unity基本重定向的那几个骨骼, 当然动画会拓展, 但是要求基本的几个骨骼都要有, 名称约定好就是这个. 项目使用Blender作为模型工具, 这个左右规范跟着Blender来就好 | ||
offset = [3, 22, 1] # 三元组来定义Offset xyz |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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using QS.Api.Combat.Domain; | ||
using QS.Api.Executor.Domain; | ||
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namespace QS.Api.Character.Instruction | ||
namespace QS.Api.Chara.Instruction | ||
{ | ||
public interface IInjuredInstruction : IInstruction | ||
{ | ||
float Atk { get; } | ||
float Matk { get; } | ||
IAttack Attack { get; } | ||
} | ||
} |
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using QS.Api.Character.Instruction; | ||
using QS.Api.Combat.Domain; | ||
using QS.Api.Executor.Domain; | ||
using QS.GameLib.Pattern.Pipeline; | ||
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namespace QS.Api.Character.Service | ||
namespace QS.Api.Chara.Service | ||
{ | ||
public interface ICharaAblityFactory | ||
{ | ||
IInstructionHandler Injured(IRelayExecutor executor,IInjurable injurable); | ||
IInstructionHandler Injured(IRelayExecutor executor, IInjurable injurable); | ||
} | ||
} |
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using QS.Api.Combat.Domain; | ||
using QS.Api.Executor.Domain; | ||
using QS.Chara.Domain.Instruction; | ||
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namespace QS.Api.Character.Service | ||
namespace QS.Api.Chara.Service | ||
{ | ||
public interface ICharaInsrFactory | ||
{ | ||
IInstruction Injured(float atk, float matk); | ||
IInstruction Injured(IAttack attack); | ||
} | ||
} |
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using QS.Api.Character.Instruction; | ||
using QS.Api.Chara.Instruction; | ||
using QS.Api.Combat.Domain; | ||
using QS.Api.Combat.Service; | ||
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namespace QS.Chara.Domain.Instruction | ||
{ | ||
class InjuredInstr : IInjuredInstruction | ||
{ | ||
public InjuredInstr(float atk, float matk) | ||
{ | ||
Atk = atk; | ||
Matk = matk; | ||
var atkFactory = CharaGlobal.Instance.GetInstance<IAttackFactory>(); | ||
Attack = atkFactory.NewAttack(atk, matk); | ||
} | ||
public InjuredInstr(IAttack attack) | ||
{ | ||
Attack = attack; | ||
} | ||
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public float Atk { get; } | ||
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public float Matk { get; } | ||
public IAttack Attack { get; } | ||
} | ||
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} |