diff --git a/DungeonShooting_Godot/excel/ActivePropBase.xlsx b/DungeonShooting_Godot/excel/ActivePropBase.xlsx
index dbd73e7..d050768 100644
--- a/DungeonShooting_Godot/excel/ActivePropBase.xlsx
+++ b/DungeonShooting_Godot/excel/ActivePropBase.xlsx
Binary files differ
diff --git a/DungeonShooting_Godot/resource/config/ActivePropBase.json b/DungeonShooting_Godot/resource/config/ActivePropBase.json
index 68f18ce..8120b14 100644
--- a/DungeonShooting_Godot/resource/config/ActivePropBase.json
+++ b/DungeonShooting_Godot/resource/config/ActivePropBase.json
@@ -6,7 +6,7 @@
"Buff": null,
"Condition": {
"HpFull": [
- 0
+ true
]
},
"Effect": {
@@ -27,7 +27,7 @@
"Buff": null,
"Condition": {
"AmmoFull": [
- 0
+ true
]
},
"Effect": {
@@ -103,7 +103,7 @@
"Buff": null,
"Condition": {
"HpFull": [
- 0
+ true
],
"Gold": [
"\u003E=",
diff --git a/DungeonShooting_Godot/src/config/ExcelConfig.cs b/DungeonShooting_Godot/src/config/ExcelConfig.cs
index 42d5e0a..df8bd8d 100644
--- a/DungeonShooting_Godot/src/config/ExcelConfig.cs
+++ b/DungeonShooting_Godot/src/config/ExcelConfig.cs
@@ -8,31 +8,22 @@
public static partial class ExcelConfig
{
///
- /// BuffPropBase.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
+ /// ActivePropBase.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
///
- public static List BuffPropBase_List { get; private set; }
+ public static List ActivePropBase_List { get; private set; }
///
- /// BuffPropBase.xlsx表数据集合, 里 Map 形式存储, key 为 Id
+ /// ActivePropBase.xlsx表数据集合, 里 Map 形式存储, key 为 Id
///
- public static Dictionary BuffPropBase_Map { get; private set; }
+ public static Dictionary ActivePropBase_Map { get; private set; }
///
- /// Sound.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
+ /// ActivityBase.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
///
- public static List Sound_List { get; private set; }
+ public static List ActivityBase_List { get; private set; }
///
- /// Sound.xlsx表数据集合, 里 Map 形式存储, key 为 Id
+ /// ActivityBase.xlsx表数据集合, 里 Map 形式存储, key 为 Id
///
- public static Dictionary Sound_Map { get; private set; }
-
- ///
- /// WeaponBase.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
- ///
- public static List WeaponBase_List { get; private set; }
- ///
- /// WeaponBase.xlsx表数据集合, 里 Map 形式存储, key 为 Id
- ///
- public static Dictionary WeaponBase_Map { get; private set; }
+ public static Dictionary ActivityBase_Map { get; private set; }
///
/// ActivityMaterial.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
@@ -53,6 +44,15 @@
public static Dictionary AiAttackAttr_Map { get; private set; }
///
+ /// BuffPropBase.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
+ ///
+ public static List BuffPropBase_List { get; private set; }
+ ///
+ /// BuffPropBase.xlsx表数据集合, 里 Map 形式存储, key 为 Id
+ ///
+ public static Dictionary BuffPropBase_Map { get; private set; }
+
+ ///
/// BulletBase.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
///
public static List BulletBase_List { get; private set; }
@@ -62,15 +62,6 @@
public static Dictionary BulletBase_Map { get; private set; }
///
- /// ActivePropBase.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
- ///
- public static List ActivePropBase_List { get; private set; }
- ///
- /// ActivePropBase.xlsx表数据集合, 里 Map 形式存储, key 为 Id
- ///
- public static Dictionary ActivePropBase_Map { get; private set; }
-
- ///
/// EnemyBase.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
///
public static List EnemyBase_List { get; private set; }
@@ -80,15 +71,6 @@
public static Dictionary EnemyBase_Map { get; private set; }
///
- /// ActivityBase.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
- ///
- public static List ActivityBase_List { get; private set; }
- ///
- /// ActivityBase.xlsx表数据集合, 里 Map 形式存储, key 为 Id
- ///
- public static Dictionary ActivityBase_Map { get; private set; }
-
- ///
/// LiquidMaterial.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
///
public static List LiquidMaterial_List { get; private set; }
@@ -97,6 +79,24 @@
///
public static Dictionary LiquidMaterial_Map { get; private set; }
+ ///
+ /// Sound.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
+ ///
+ public static List Sound_List { get; private set; }
+ ///
+ /// Sound.xlsx表数据集合, 里 Map 形式存储, key 为 Id
+ ///
+ public static Dictionary Sound_Map { get; private set; }
+
+ ///
+ /// WeaponBase.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
+ ///
+ public static List WeaponBase_List { get; private set; }
+ ///
+ /// WeaponBase.xlsx表数据集合, 里 Map 形式存储, key 为 Id
+ ///
+ public static Dictionary WeaponBase_Map { get; private set; }
+
private static bool _init = false;
///
@@ -107,75 +107,57 @@
if (_init) return;
_init = true;
- _InitBuffPropBaseConfig();
- _InitSoundConfig();
- _InitWeaponBaseConfig();
+ _InitActivePropBaseConfig();
+ _InitActivityBaseConfig();
_InitActivityMaterialConfig();
_InitAiAttackAttrConfig();
+ _InitBuffPropBaseConfig();
_InitBulletBaseConfig();
- _InitActivePropBaseConfig();
_InitEnemyBaseConfig();
- _InitActivityBaseConfig();
_InitLiquidMaterialConfig();
+ _InitSoundConfig();
+ _InitWeaponBaseConfig();
- _InitBuffPropBaseRef();
- _InitWeaponBaseRef();
_InitActivePropBaseRef();
- _InitEnemyBaseRef();
_InitActivityBaseRef();
+ _InitBuffPropBaseRef();
+ _InitEnemyBaseRef();
+ _InitWeaponBaseRef();
}
- private static void _InitBuffPropBaseConfig()
+ private static void _InitActivePropBaseConfig()
{
try
{
- var text = _ReadConfigAsText("res://resource/config/BuffPropBase.json");
- BuffPropBase_List = new List(JsonSerializer.Deserialize>(text));
- BuffPropBase_Map = new Dictionary();
- foreach (var item in BuffPropBase_List)
+ var text = _ReadConfigAsText("res://resource/config/ActivePropBase.json");
+ ActivePropBase_List = new List(JsonSerializer.Deserialize>(text));
+ ActivePropBase_Map = new Dictionary();
+ foreach (var item in ActivePropBase_List)
{
- BuffPropBase_Map.Add(item.Id, item);
+ ActivePropBase_Map.Add(item.Id, item);
}
}
catch (Exception e)
{
GD.PrintErr(e.ToString());
- throw new Exception("初始化表'BuffPropBase'失败!");
+ throw new Exception("初始化表'ActivePropBase'失败!");
}
}
- private static void _InitSoundConfig()
+ private static void _InitActivityBaseConfig()
{
try
{
- var text = _ReadConfigAsText("res://resource/config/Sound.json");
- Sound_List = JsonSerializer.Deserialize>(text);
- Sound_Map = new Dictionary();
- foreach (var item in Sound_List)
+ var text = _ReadConfigAsText("res://resource/config/ActivityBase.json");
+ ActivityBase_List = new List(JsonSerializer.Deserialize>(text));
+ ActivityBase_Map = new Dictionary();
+ foreach (var item in ActivityBase_List)
{
- Sound_Map.Add(item.Id, item);
+ ActivityBase_Map.Add(item.Id, item);
}
}
catch (Exception e)
{
GD.PrintErr(e.ToString());
- throw new Exception("初始化表'Sound'失败!");
- }
- }
- private static void _InitWeaponBaseConfig()
- {
- try
- {
- var text = _ReadConfigAsText("res://resource/config/WeaponBase.json");
- WeaponBase_List = new List(JsonSerializer.Deserialize>(text));
- WeaponBase_Map = new Dictionary();
- foreach (var item in WeaponBase_List)
- {
- WeaponBase_Map.Add(item.Id, item);
- }
- }
- catch (Exception e)
- {
- GD.PrintErr(e.ToString());
- throw new Exception("初始化表'WeaponBase'失败!");
+ throw new Exception("初始化表'ActivityBase'失败!");
}
}
private static void _InitActivityMaterialConfig()
@@ -214,6 +196,24 @@
throw new Exception("初始化表'AiAttackAttr'失败!");
}
}
+ private static void _InitBuffPropBaseConfig()
+ {
+ try
+ {
+ var text = _ReadConfigAsText("res://resource/config/BuffPropBase.json");
+ BuffPropBase_List = new List(JsonSerializer.Deserialize>(text));
+ BuffPropBase_Map = new Dictionary();
+ foreach (var item in BuffPropBase_List)
+ {
+ BuffPropBase_Map.Add(item.Id, item);
+ }
+ }
+ catch (Exception e)
+ {
+ GD.PrintErr(e.ToString());
+ throw new Exception("初始化表'BuffPropBase'失败!");
+ }
+ }
private static void _InitBulletBaseConfig()
{
try
@@ -232,24 +232,6 @@
throw new Exception("初始化表'BulletBase'失败!");
}
}
- private static void _InitActivePropBaseConfig()
- {
- try
- {
- var text = _ReadConfigAsText("res://resource/config/ActivePropBase.json");
- ActivePropBase_List = new List(JsonSerializer.Deserialize>(text));
- ActivePropBase_Map = new Dictionary();
- foreach (var item in ActivePropBase_List)
- {
- ActivePropBase_Map.Add(item.Id, item);
- }
- }
- catch (Exception e)
- {
- GD.PrintErr(e.ToString());
- throw new Exception("初始化表'ActivePropBase'失败!");
- }
- }
private static void _InitEnemyBaseConfig()
{
try
@@ -268,24 +250,6 @@
throw new Exception("初始化表'EnemyBase'失败!");
}
}
- private static void _InitActivityBaseConfig()
- {
- try
- {
- var text = _ReadConfigAsText("res://resource/config/ActivityBase.json");
- ActivityBase_List = new List(JsonSerializer.Deserialize>(text));
- ActivityBase_Map = new Dictionary();
- foreach (var item in ActivityBase_List)
- {
- ActivityBase_Map.Add(item.Id, item);
- }
- }
- catch (Exception e)
- {
- GD.PrintErr(e.ToString());
- throw new Exception("初始化表'ActivityBase'失败!");
- }
- }
private static void _InitLiquidMaterialConfig()
{
try
@@ -304,7 +268,81 @@
throw new Exception("初始化表'LiquidMaterial'失败!");
}
}
+ private static void _InitSoundConfig()
+ {
+ try
+ {
+ var text = _ReadConfigAsText("res://resource/config/Sound.json");
+ Sound_List = JsonSerializer.Deserialize>(text);
+ Sound_Map = new Dictionary();
+ foreach (var item in Sound_List)
+ {
+ Sound_Map.Add(item.Id, item);
+ }
+ }
+ catch (Exception e)
+ {
+ GD.PrintErr(e.ToString());
+ throw new Exception("初始化表'Sound'失败!");
+ }
+ }
+ private static void _InitWeaponBaseConfig()
+ {
+ try
+ {
+ var text = _ReadConfigAsText("res://resource/config/WeaponBase.json");
+ WeaponBase_List = new List(JsonSerializer.Deserialize>(text));
+ WeaponBase_Map = new Dictionary();
+ foreach (var item in WeaponBase_List)
+ {
+ WeaponBase_Map.Add(item.Id, item);
+ }
+ }
+ catch (Exception e)
+ {
+ GD.PrintErr(e.ToString());
+ throw new Exception("初始化表'WeaponBase'失败!");
+ }
+ }
+ private static void _InitActivePropBaseRef()
+ {
+ foreach (Ref_ActivePropBase item in ActivePropBase_List)
+ {
+ try
+ {
+ if (!string.IsNullOrEmpty(item.__Activity))
+ {
+ item.Activity = ActivityBase_Map[item.__Activity];
+ }
+
+ }
+ catch (Exception e)
+ {
+ GD.PrintErr(e.ToString());
+ throw new Exception("初始化'ActivePropBase'引用其他表数据失败, 当前行id: " + item.Id);
+ }
+ }
+ }
+ private static void _InitActivityBaseRef()
+ {
+ foreach (Ref_ActivityBase item in ActivityBase_List)
+ {
+ try
+ {
+ if (!string.IsNullOrEmpty(item.__Material))
+ {
+ item.Material = ActivityMaterial_Map[item.__Material];
+ }
+
+ }
+ catch (Exception e)
+ {
+ GD.PrintErr(e.ToString());
+ throw new Exception("初始化'ActivityBase'引用其他表数据失败, 当前行id: " + item.Id);
+ }
+ }
+ }
private static void _InitBuffPropBaseRef()
{
foreach (Ref_BuffPropBase item in BuffPropBase_List)
@@ -324,6 +362,25 @@
}
}
}
+ private static void _InitEnemyBaseRef()
+ {
+ foreach (Ref_EnemyBase item in EnemyBase_List)
+ {
+ try
+ {
+ if (!string.IsNullOrEmpty(item.__Activity))
+ {
+ item.Activity = ActivityBase_Map[item.__Activity];
+ }
+
+ }
+ catch (Exception e)
+ {
+ GD.PrintErr(e.ToString());
+ throw new Exception("初始化'EnemyBase'引用其他表数据失败, 当前行id: " + item.Id);
+ }
+ }
+ }
private static void _InitWeaponBaseRef()
{
foreach (Ref_WeaponBase item in WeaponBase_List)
@@ -392,63 +449,6 @@
}
}
}
- private static void _InitActivePropBaseRef()
- {
- foreach (Ref_ActivePropBase item in ActivePropBase_List)
- {
- try
- {
- if (!string.IsNullOrEmpty(item.__Activity))
- {
- item.Activity = ActivityBase_Map[item.__Activity];
- }
-
- }
- catch (Exception e)
- {
- GD.PrintErr(e.ToString());
- throw new Exception("初始化'ActivePropBase'引用其他表数据失败, 当前行id: " + item.Id);
- }
- }
- }
- private static void _InitEnemyBaseRef()
- {
- foreach (Ref_EnemyBase item in EnemyBase_List)
- {
- try
- {
- if (!string.IsNullOrEmpty(item.__Activity))
- {
- item.Activity = ActivityBase_Map[item.__Activity];
- }
-
- }
- catch (Exception e)
- {
- GD.PrintErr(e.ToString());
- throw new Exception("初始化'EnemyBase'引用其他表数据失败, 当前行id: " + item.Id);
- }
- }
- }
- private static void _InitActivityBaseRef()
- {
- foreach (Ref_ActivityBase item in ActivityBase_List)
- {
- try
- {
- if (!string.IsNullOrEmpty(item.__Material))
- {
- item.Material = ActivityMaterial_Map[item.__Material];
- }
-
- }
- catch (Exception e)
- {
- GD.PrintErr(e.ToString());
- throw new Exception("初始化'ActivityBase'引用其他表数据失败, 当前行id: " + item.Id);
- }
- }
- }
private static string _ReadConfigAsText(string path)
{
var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
diff --git a/DungeonShooting_Godot/src/game/buff/BuffFragment.cs b/DungeonShooting_Godot/src/game/buff/BuffFragment.cs
index 82dd69d..5b29f99 100644
--- a/DungeonShooting_Godot/src/game/buff/BuffFragment.cs
+++ b/DungeonShooting_Godot/src/game/buff/BuffFragment.cs
@@ -1,6 +1,4 @@
-using System;
-
///
/// 被动属性逻辑基类
///
diff --git a/DungeonShooting_Godot/src/game/buff/BuffFragmentAttribute.cs b/DungeonShooting_Godot/src/game/buff/BuffFragmentAttribute.cs
index bb12a62..ac3a753 100644
--- a/DungeonShooting_Godot/src/game/buff/BuffFragmentAttribute.cs
+++ b/DungeonShooting_Godot/src/game/buff/BuffFragmentAttribute.cs
@@ -1,21 +1,12 @@
using System;
+///
+/// buff片段
+///
[AttributeUsage(AttributeTargets.Class)]
-public class BuffFragmentAttribute : Attribute
+public class BuffFragmentAttribute : FragmentAttribute
{
- ///
- /// Buff属性名称
- ///
- public string BuffName { get; set; }
-
- ///
- /// 描述
- ///
- public string Description { get; set; }
-
- public BuffFragmentAttribute(string buffName, string description)
+ public BuffFragmentAttribute(string name, string description) : base(name, description)
{
- BuffName = buffName;
- Description = description;
}
}
\ No newline at end of file
diff --git a/DungeonShooting_Godot/src/game/buff/ChargeFragmentAttribute.cs b/DungeonShooting_Godot/src/game/buff/ChargeFragmentAttribute.cs
index 4cf3f9c..6bf9b8f 100644
--- a/DungeonShooting_Godot/src/game/buff/ChargeFragmentAttribute.cs
+++ b/DungeonShooting_Godot/src/game/buff/ChargeFragmentAttribute.cs
@@ -1,21 +1,12 @@
using System;
+///
+/// 充能片段
+///
[AttributeUsage(AttributeTargets.Class)]
-public class ChargeFragmentAttribute : Attribute
+public class ChargeFragmentAttribute : FragmentAttribute
{
- ///
- /// 充能属性名称
- ///
- public string ChargeName { get; set; }
-
- ///
- /// 描述
- ///
- public string Description { get; set; }
-
- public ChargeFragmentAttribute(string chargeName, string description)
+ public ChargeFragmentAttribute(string name, string description) : base(name, description)
{
- ChargeName = chargeName;
- Description = description;
}
}
\ No newline at end of file
diff --git a/DungeonShooting_Godot/src/game/buff/ConditionFragmentAttribute.cs b/DungeonShooting_Godot/src/game/buff/ConditionFragmentAttribute.cs
index 1d9191e..fd79f64 100644
--- a/DungeonShooting_Godot/src/game/buff/ConditionFragmentAttribute.cs
+++ b/DungeonShooting_Godot/src/game/buff/ConditionFragmentAttribute.cs
@@ -1,22 +1,13 @@
using System;
+///
+/// 条件片段
+///
[AttributeUsage(AttributeTargets.Class)]
-public class ConditionFragmentAttribute : Attribute
+public class ConditionFragmentAttribute : FragmentAttribute
{
- ///
- /// 条件名称
- ///
- public string ConditionName { get; set; }
-
- ///
- /// 描述
- ///
- public string Description { get; set; }
-
- public ConditionFragmentAttribute(string conditionName, string description)
+ public ConditionFragmentAttribute(string name, string description) : base(name, description)
{
- ConditionName = conditionName;
- Description = description;
}
}
\ No newline at end of file
diff --git a/DungeonShooting_Godot/src/game/buff/EffectFragmentAttribute.cs b/DungeonShooting_Godot/src/game/buff/EffectFragmentAttribute.cs
index 3a5f9fc..5115b91 100644
--- a/DungeonShooting_Godot/src/game/buff/EffectFragmentAttribute.cs
+++ b/DungeonShooting_Godot/src/game/buff/EffectFragmentAttribute.cs
@@ -1,21 +1,12 @@
using System;
+///
+/// 主动效果片段
+///
[AttributeUsage(AttributeTargets.Class)]
-public class EffectFragmentAttribute : Attribute
+public class EffectFragmentAttribute : FragmentAttribute
{
- ///
- /// 效果名称
- ///
- public string EffectName { get; set; }
-
- ///
- /// 描述
- ///
- public string Description { get; set; }
-
- public EffectFragmentAttribute(string effectName, string description)
+ public EffectFragmentAttribute(string name, string description) : base(name, description)
{
- EffectName = effectName;
- Description = description;
}
}
\ No newline at end of file
diff --git a/DungeonShooting_Godot/src/game/buff/FragmentAttribute.cs b/DungeonShooting_Godot/src/game/buff/FragmentAttribute.cs
new file mode 100644
index 0000000..e2100cd
--- /dev/null
+++ b/DungeonShooting_Godot/src/game/buff/FragmentAttribute.cs
@@ -0,0 +1,63 @@
+using System;
+
+///
+/// 属性逻辑基类
+///
+public abstract class FragmentAttribute : Attribute
+{
+ ///
+ /// 属性名称
+ ///
+ public string Name { get; set; }
+
+ ///
+ /// 描述
+ ///
+ public string Description { get; set; }
+
+ ///
+ /// 参数1 描述
+ ///
+ public string Arg1 { get; set; }
+
+ ///
+ /// 参数2 描述
+ ///
+ public string Arg2 { get; set; }
+
+ ///
+ /// 参数3 描述
+ ///
+ public string Arg3 { get; set; }
+
+ ///
+ /// 参数4 描述
+ ///
+ public string Arg4 { get; set; }
+
+ ///
+ /// 参数5 描述
+ ///
+ public string Arg5 { get; set; }
+
+ ///
+ /// 参数6 描述
+ ///
+ public string Arg6 { get; set; }
+
+ ///
+ /// 参数7 描述
+ ///
+ public string Arg7 { get; set; }
+
+ ///
+ /// 参数8 描述
+ ///
+ public string Arg8 { get; set; }
+
+ public FragmentAttribute(string name, string description)
+ {
+ Name = name;
+ Description = description;
+ }
+}
\ No newline at end of file
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_ActivePropsCapacity.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_ActivePropsCapacity.cs
index 75ea305..79a09d0 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_ActivePropsCapacity.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_ActivePropsCapacity.cs
@@ -1,7 +1,11 @@
using System.Text.Json;
-[BuffFragment("ActivePropsCapacity", "主动道具背包容量 buff, 参数‘1’为主动道具背包增加的容量")]
+[BuffFragment(
+ "ActivePropsCapacity",
+ "主动道具背包容量 buff",
+ Arg1 = "(int)主动道具背包增加的容量"
+)]
public class Buff_ActivePropsCapacity : BuffFragment
{
private int _value;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletBounceCount.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletBounceCount.cs
index 950b5df..091849b 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletBounceCount.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletBounceCount.cs
@@ -1,7 +1,10 @@
using System.Text.Json;
-[BuffFragment("BulletBounceCount", "子弹弹射数量 buff, 参数‘1’为增加的弹射次数")]
+[BuffFragment(
+ "BulletBounceCount", "子弹弹射数量 buff",
+ Arg1 = "(int)子弹增加的弹射次数"
+)]
public class Buff_BulletBounceCount : BuffFragment
{
private int _value;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletCount.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletCount.cs
index 686db6d..15944b1 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletCount.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletCount.cs
@@ -2,10 +2,12 @@
using System.Text.Json;
using Godot;
-[BuffFragment("BulletCount",
- "子弹数量 buff, " +
- "参数‘1’为子弹数量添加类型, 1: 具体数量, 2:百分比(小数), " +
- "参数‘2’为增加子弹的数量")]
+[BuffFragment(
+ "BulletCount",
+ "子弹数量 buff, ",
+ Arg1 = "(int)子弹数量添加类型, 1: 具体数量, 2:百分比",
+ Arg2 = "(float)增加子弹的数量"
+)]
public class Buff_BulletCount : BuffFragment
{
private int _type;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDamage.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDamage.cs
index 20af6be..4498fb4 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDamage.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDamage.cs
@@ -2,10 +2,12 @@
using System.Text.Json;
using Godot;
-[BuffFragment("BulletDamage",
- "提升子弹伤害buff, " +
- "参数‘1’为伤害增加类型: 1:具体伤害, 2:百分比伤害(小数), " +
- "参数‘2’为增益伤害值")]
+[BuffFragment(
+ "BulletDamage",
+ "提升子弹伤害buff, ",
+ Arg1 = "(int)伤害增加类型: 1:具体伤害, 2:百分比伤害",
+ Arg2 = "(float)增益伤害值"
+)]
public class Buff_BulletDamage : BuffFragment
{
private int _type;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDeviationAngle.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDeviationAngle.cs
index 9928877..a483376 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDeviationAngle.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDeviationAngle.cs
@@ -1,10 +1,12 @@
using System.Text.Json;
-[BuffFragment("BulletDeviationAngle",
- "子弹偏移角度 buff, " +
- "参数‘1’为增加子弹偏移角度下限, " +
- "参数‘2’为增加子弹偏移角度上限, 单位角度制, 会从上限和下限随机抽取值")]
+[BuffFragment(
+ "BulletDeviationAngle",
+ "子弹偏移角度 buff, 单位角度制, 会从上限和下限随机抽取值",
+ Arg1 = "(float)增加子弹偏移角度下限",
+ Arg2 = "(float)增加子弹偏移角度上限"
+)]
public class Buff_BulletDeviationAngle : BuffFragment
{
private float _min;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDistance.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDistance.cs
index bf75520..e18f3b4 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDistance.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletDistance.cs
@@ -1,10 +1,12 @@
using System.Text.Json;
-[BuffFragment("BulletDistance",
- "子弹射程 buff, " +
- "参数‘1’为射程增加类型: 1:具体射程, 2:百分比射程(小数), " +
- "参数‘2’为子弹增加的射程值")]
+[BuffFragment(
+ "BulletDistance",
+ "子弹射程 buff, ",
+ Arg1 = "(int)子弹射程增加类型: 1:具体射程, 2:百分比射程",
+ Arg2 = "(float)子弹增加的射程值"
+)]
public class Buff_BulletDistance : BuffFragment
{
private int _type;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletPenetration.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletPenetration.cs
index 600c7b6..1b1d70f 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletPenetration.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletPenetration.cs
@@ -1,7 +1,11 @@
using System.Text.Json;
-[BuffFragment("BulletPenetration", "子弹穿透次数 buff, 参数‘1’为增加的穿透次数")]
+[BuffFragment(
+ "BulletPenetration",
+ "子弹穿透次数 buff",
+ Arg1 = "(int)子弹增加的穿透次数"
+)]
public class Buff_BulletPenetration : BuffFragment
{
private int _value;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletRepel.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletRepel.cs
index e6711c0..6033fbf 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletRepel.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletRepel.cs
@@ -2,10 +2,12 @@
using System.Text.Json;
using Godot;
-[BuffFragment("BulletRepel",
- "子弹击退 buff, " +
- "参数‘1’为击退增加类型: 1:具体击退值, 2:百分比击退值(小数), " +
- "参数‘2’为子弹增加的击退值")]
+[BuffFragment(
+ "BulletRepel",
+ "子弹击退 buff, ",
+ Arg1 = "(int)击退增加类型: 1:具体击退值, 2:百分比击退值",
+ Arg2 = "(float)子弹增加的击退值"
+)]
public class Buff_BulletRepel : BuffFragment
{
private int _type;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletSpeed.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletSpeed.cs
index 1a4994a..7831ca9 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletSpeed.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_BulletSpeed.cs
@@ -1,10 +1,12 @@
using System.Text.Json;
-[BuffFragment("BulletSpeed",
- "子弹速度 buff, " +
- "参数‘1’为射速增加类型: 1:具体射速, 2:百分比射速(小数), " +
- "参数‘2’为子弹增加的射速值")]
+[BuffFragment(
+ "BulletSpeed",
+ "子弹速度 buff, ",
+ Arg1 = "(int)子弹速度增加类型: 1:具体速度, 2:百分比速度",
+ Arg2 = "(float)子弹增加的速度值"
+)]
public class Buff_BulletSpeed : BuffFragment
{
private int _type;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_GetGold.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_GetGold.cs
index a5fe5d0..bb004d2 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_GetGold.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_GetGold.cs
@@ -2,9 +2,12 @@
using System.Text.Json;
using Godot;
-[BuffFragment("GetGold", "计算获取的金币buff, " +
- "参数‘1’为金币数量添加类型, 1: 具体数量, 2:百分比(小数), " +
- "参数‘2’为增加金币的数量值")]
+[BuffFragment(
+ "GetGold",
+ "计算获取的金币buff, ",
+ Arg1 = "(int)金币数量添加类型, 1: 具体数量, 2:百分比",
+ Arg2 = "(float)增加金币的数量值"
+)]
public class Buff_GetGold : BuffFragment
{
private int _type;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_MaxHp.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_MaxHp.cs
index 5f0ae1b..292926f 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_MaxHp.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_MaxHp.cs
@@ -2,7 +2,11 @@
using System.Collections.Generic;
using System.Text.Json;
-[BuffFragment("MaxHp", "血量上限 buff, 参数‘1’为血量上限值")]
+[BuffFragment(
+ "MaxHp",
+ "增加血量上限 buff",
+ Arg1 = "(int)增加血量上限值"
+)]
public class Buff_MaxHp : BuffFragment
{
private List _cacheId = new List();
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_MaxShield.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_MaxShield.cs
index aac29fa..805c140 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_MaxShield.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_MaxShield.cs
@@ -2,7 +2,11 @@
using System.Collections.Generic;
using System.Text.Json;
-[BuffFragment("MaxShield", "护盾上限buff, 参数‘1’为护盾上限")]
+[BuffFragment(
+ "MaxShield",
+ "增加护盾上限buff",
+ Arg1 = "(int)增加的护盾上限值"
+)]
public class Buff_MaxShield : BuffFragment
{
private List _cacheId = new List();
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_MoveSpeed.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_MoveSpeed.cs
index f4ae7ef..53b0219 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_MoveSpeed.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_MoveSpeed.cs
@@ -1,7 +1,11 @@
using System.Text.Json;
-[BuffFragment("MoveSpeed", "移速 buff, 参数‘1’为移动速度值")]
+[BuffFragment(
+ "MoveSpeed",
+ "增加移速 buff",
+ Arg1 = "(float)增加的移动速度值"
+)]
public class Buff_MoveSpeed : BuffFragment
{
private float _moveSpeed;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_OffsetInjury.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_OffsetInjury.cs
index 01dcee8..4f5912e 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_OffsetInjury.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_OffsetInjury.cs
@@ -1,7 +1,11 @@
using System.Text.Json;
-[BuffFragment("OffsetInjury", "受伤时有概率抵消伤害的buff, 参数‘1’为抵消伤害概率百分比(小数)")]
+[BuffFragment(
+ "OffsetInjury",
+ "受伤时有概率抵消伤害的 buff",
+ Arg1 = "(float)抵消伤害概率百分比"
+)]
public class Buff_OffsetInjury : BuffFragment
{
private float _value;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_RandomBulletSpeed.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_RandomBulletSpeed.cs
index 52ab646..c625f0f 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_RandomBulletSpeed.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_RandomBulletSpeed.cs
@@ -1,10 +1,12 @@
using System.Text.Json;
-[BuffFragment("RandomBulletSpeed",
- "子弹增加随机速度 buff, " +
- "参数‘1’为增加子弹速度下限, " +
- "参数‘2’为增加子弹速度上限, 会从上限和下限随机抽取值")]
+[BuffFragment(
+ "RandomBulletSpeed",
+ "子弹增加随机速度 buff, 会从上限和下限随机抽取值",
+ Arg1 = "(float)增加子弹速度下限",
+ Arg2 = "(float)增加子弹速度上限"
+)]
public class Buff_RandomBulletSpeed : BuffFragment
{
private float _min;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_Scattering.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_Scattering.cs
index 0149164..dfd6ee8 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_Scattering.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_Scattering.cs
@@ -2,7 +2,11 @@
using System.Text.Json;
using Godot;
-[BuffFragment("Scattering", "提高武器精准度buff, 参数‘1’为提升的精准度百分比值(小数)")]
+[BuffFragment(
+ "Scattering",
+ "提高武器精准度 buff",
+ Arg1 = "(float)精准度提升百分比值"
+)]
public class Buff_Scattering : BuffFragment
{
private float _value;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_ShieldRecoveryTime.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_ShieldRecoveryTime.cs
index ffde492..fd86b85 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_ShieldRecoveryTime.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_ShieldRecoveryTime.cs
@@ -1,7 +1,11 @@
using System.Text.Json;
-[BuffFragment("ShieldRecoveryTime", "单格护盾减少的恢复时间, 参数‘1’单位: 秒")]
+[BuffFragment(
+ "ShieldRecoveryTime",
+ "单格护盾减少的恢复时间, 单位: 秒",
+ Arg1 = "(float)单格护盾减少的恢复时间"
+)]
public class Buff_ShieldRecoveryTime : BuffFragment
{
private float _time;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_WeaponCapacity.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_WeaponCapacity.cs
index 8e45113..44357fc 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_WeaponCapacity.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_WeaponCapacity.cs
@@ -1,7 +1,11 @@
using System.Text.Json;
-[BuffFragment("WeaponCapacity", "武器背包容量 buff, 参数‘1’为武器背包增加的容量")]
+[BuffFragment(
+ "WeaponCapacity",
+ "武器背包容量 buff",
+ Arg1 = "(int)武器背包增加的容量"
+)]
public class Buff_WeaponCapacity : BuffFragment
{
private int _value;
diff --git a/DungeonShooting_Godot/src/game/buff/buff/Buff_WoundedInvincibleTime.cs b/DungeonShooting_Godot/src/game/buff/buff/Buff_WoundedInvincibleTime.cs
index 07dfe39..bca7e6d 100644
--- a/DungeonShooting_Godot/src/game/buff/buff/Buff_WoundedInvincibleTime.cs
+++ b/DungeonShooting_Godot/src/game/buff/buff/Buff_WoundedInvincibleTime.cs
@@ -1,7 +1,11 @@
using System.Text.Json;
-[BuffFragment("WoundedInvincibleTime", "延长无敌时间buff, 参数‘1’为延长时间, 单位秒")]
+[BuffFragment(
+ "WoundedInvincibleTime",
+ "延长无敌时间 buff, 单位秒",
+ Arg1 = "(float)延长时间"
+)]
public class Buff_WoundedInvincibleTime : BuffFragment
{
private float _time;
diff --git a/DungeonShooting_Godot/src/game/buff/charge/Cha_EnterRoom.cs b/DungeonShooting_Godot/src/game/buff/charge/Cha_EnterRoom.cs
index 772cae4..8745443 100644
--- a/DungeonShooting_Godot/src/game/buff/charge/Cha_EnterRoom.cs
+++ b/DungeonShooting_Godot/src/game/buff/charge/Cha_EnterRoom.cs
@@ -1,7 +1,11 @@
using System.Text.Json;
-[ChargeFragment("EnterRoom", "玩家第一次进入某个房间充能, 该条充能件仅对玩家生效, 参数1为进入房间充能量(0-1)")]
+[ChargeFragment(
+ "EnterRoom",
+ "玩家第一次进入某个房间充能, 该条充能件仅对玩家生效",
+ Arg1 = "(float)充能量, 范围内0-1"
+)]
public class Cha_EnterRoom : ChargeFragment
{
private float _value = 0.2f;
diff --git a/DungeonShooting_Godot/src/game/buff/charge/Cha_Hurt.cs b/DungeonShooting_Godot/src/game/buff/charge/Cha_Hurt.cs
index 0171883..4f3f874 100644
--- a/DungeonShooting_Godot/src/game/buff/charge/Cha_Hurt.cs
+++ b/DungeonShooting_Godot/src/game/buff/charge/Cha_Hurt.cs
@@ -1,8 +1,11 @@
using System.Text.Json;
-[ChargeFragment("Hurt",
- "造成伤害充能, 参数1为充满能量需要造成的伤害值")]
+[ChargeFragment(
+ "Hurt",
+ "造成伤害充能",
+ Arg1 = "(int)充满能量需要造成的伤害值"
+)]
public class Cha_Hurt : ChargeFragment
{
private int _value = 100;
diff --git a/DungeonShooting_Godot/src/game/buff/condition/Cond_AmmoFull.cs b/DungeonShooting_Godot/src/game/buff/condition/Cond_AmmoFull.cs
index fea7207..f848878 100644
--- a/DungeonShooting_Godot/src/game/buff/condition/Cond_AmmoFull.cs
+++ b/DungeonShooting_Godot/src/game/buff/condition/Cond_AmmoFull.cs
@@ -1,16 +1,18 @@
using System.Text.Json;
-[ConditionFragment("AmmoFull",
- "判断当前武器弹药状态, " +
- "参数1可选值: 0:判断非满弹药, 1:判断满弹药")]
+[ConditionFragment(
+ "AmmoFull",
+ "判断当前武器弹药状态, ",
+ Arg1 = "(boolean)是否判断满弹药"
+)]
public class Cond_AmmoFull : ConditionFragment
{
- private int _type;
+ private bool _type;
public override void InitParam(JsonElement[] arg)
{
- _type = arg[0].GetInt32();
+ _type = arg[0].GetBoolean();
}
public override bool OnCheckUse()
@@ -19,7 +21,7 @@
{
return false;
}
- if (_type == 0)
+ if (_type)
{
return !Role.WeaponPack.ActiveItem.IsAmmoFull();
}
diff --git a/DungeonShooting_Godot/src/game/buff/condition/Cond_Gold.cs b/DungeonShooting_Godot/src/game/buff/condition/Cond_Gold.cs
index cf1776d..e012c4c 100644
--- a/DungeonShooting_Godot/src/game/buff/condition/Cond_Gold.cs
+++ b/DungeonShooting_Godot/src/game/buff/condition/Cond_Gold.cs
@@ -1,10 +1,12 @@
using System.Text.Json;
-[ConditionFragment("Gold",
- "判断金币数量, " +
- "参数1为判断条件符号, 分别为: >, <, =, >=, <=; " +
- "参数2为比较的值")]
+[ConditionFragment(
+ "Gold",
+ "判断金币数量, ",
+ Arg1 = "(string)判断条件符号, 分别为: >, <, =, >=, <=",
+ Arg2 = "(int)比较的值"
+)]
public class Cond_Gold : ConditionFragment
{
private string _symbol;
diff --git a/DungeonShooting_Godot/src/game/buff/condition/Cond_Hp.cs b/DungeonShooting_Godot/src/game/buff/condition/Cond_Hp.cs
index e6f8e0d..fe93558 100644
--- a/DungeonShooting_Godot/src/game/buff/condition/Cond_Hp.cs
+++ b/DungeonShooting_Godot/src/game/buff/condition/Cond_Hp.cs
@@ -1,9 +1,11 @@
using System.Text.Json;
-[ConditionFragment("Hp",
- "判断血量, " +
- "参数1为判断条件符号, 分别为: >, <, =, >=, <=; " +
- "参数2为比较的值")]
+[ConditionFragment(
+ "Hp",
+ "判断血量, ",
+ Arg1 = "(string)判断条件符号, 分别为: >, <, =, >=, <=",
+ Arg2 = "(int)比较的值"
+)]
public class Cond_Hp : ConditionFragment
{
private string _symbol;
diff --git a/DungeonShooting_Godot/src/game/buff/condition/Cond_HpFull.cs b/DungeonShooting_Godot/src/game/buff/condition/Cond_HpFull.cs
index e386c6e..851940e 100644
--- a/DungeonShooting_Godot/src/game/buff/condition/Cond_HpFull.cs
+++ b/DungeonShooting_Godot/src/game/buff/condition/Cond_HpFull.cs
@@ -1,21 +1,23 @@
using System.Text.Json;
-[ConditionFragment("HpFull",
- "判断满血状态, " +
- "参数1可选值: 0:判断非满血, 1:判断满血")]
+[ConditionFragment(
+ "HpFull",
+ "判断满血状态, ",
+ Arg1 = "(boolean)判断非满血"
+)]
public class Cond_HpFull : ConditionFragment
{
- private int _type;
+ private bool _type;
public override void InitParam(JsonElement[] arg)
{
- _type = arg[0].GetInt32();
+ _type = arg[0].GetBoolean();
}
public override bool OnCheckUse()
{
- if (_type == 0)
+ if (_type)
{
return !Role.IsHpFull();
}
diff --git a/DungeonShooting_Godot/src/game/buff/effect/Eff_AreaTrigger.cs b/DungeonShooting_Godot/src/game/buff/effect/Eff_AreaTrigger.cs
index b27a136..f513dc4 100644
--- a/DungeonShooting_Godot/src/game/buff/effect/Eff_AreaTrigger.cs
+++ b/DungeonShooting_Godot/src/game/buff/effect/Eff_AreaTrigger.cs
@@ -3,9 +3,11 @@
using System.Text.Json;
using Godot;
-[EffectFragment("AreaTrigger",
- "触发附近地上的武器开火, " +
- "参数1为最大作用半径, ")]
+[EffectFragment(
+ "AreaTrigger",
+ "触发附近地上的武器开火, ",
+ Arg1 = "(int)最大作用半径"
+)]
public class Eff_AreaTrigger : EffectFragment
{
private Prop5003Area _areaNode;
diff --git a/DungeonShooting_Godot/src/game/buff/effect/Eff_ChangeHp.cs b/DungeonShooting_Godot/src/game/buff/effect/Eff_ChangeHp.cs
index d61b6d9..13b84b1 100644
--- a/DungeonShooting_Godot/src/game/buff/effect/Eff_ChangeHp.cs
+++ b/DungeonShooting_Godot/src/game/buff/effect/Eff_ChangeHp.cs
@@ -1,7 +1,11 @@
using System.Text.Json;
-[EffectFragment("ChangeHp", "修改血量, 参数1为血量变化的具体值")]
+[EffectFragment(
+ "ChangeHp",
+ "修改血量",
+ Arg1 = "(int)血量变化的具体值"
+)]
public class Eff_ChangeHp : EffectFragment
{
private int _value;
diff --git a/DungeonShooting_Godot/src/game/buff/effect/Eff_GetGold.cs b/DungeonShooting_Godot/src/game/buff/effect/Eff_GetGold.cs
index 6ab2512..11bec51 100644
--- a/DungeonShooting_Godot/src/game/buff/effect/Eff_GetGold.cs
+++ b/DungeonShooting_Godot/src/game/buff/effect/Eff_GetGold.cs
@@ -3,7 +3,11 @@
using System.Text.Json;
using Godot;
-[EffectFragment("GetGold", "获得金币, 参数1为金币的值")]
+[EffectFragment(
+ "GetGold",
+ "获得金币",
+ Arg1 = "(int)金币的值"
+)]
public class Eff_GetGold : EffectFragment
{
private int _value;
diff --git a/DungeonShooting_Godot/src/game/buff/effect/Eff_PiggyBank.cs b/DungeonShooting_Godot/src/game/buff/effect/Eff_PiggyBank.cs
index cf5c240..c7a7c37 100644
--- a/DungeonShooting_Godot/src/game/buff/effect/Eff_PiggyBank.cs
+++ b/DungeonShooting_Godot/src/game/buff/effect/Eff_PiggyBank.cs
@@ -2,7 +2,11 @@
using System.Text.Json;
using Godot;
-[EffectFragment("PiggyBank", "存钱罐, 使用后返还存入的金币, 参数1为返还金币的倍率(小数)")]
+[EffectFragment(
+ "PiggyBank",
+ "存钱罐, 使用后返还存入的金币",
+ Arg1 = "(float)返还金币的倍率, 范围0-1"
+)]
public class Eff_PiggyBank : EffectFragment
{
private float _value;
diff --git a/DungeonShooting_Godot/src/game/buff/effect/Eff_SwapWeapon.cs b/DungeonShooting_Godot/src/game/buff/effect/Eff_SwapWeapon.cs
index 08da4c3..d2b95ae 100644
--- a/DungeonShooting_Godot/src/game/buff/effect/Eff_SwapWeapon.cs
+++ b/DungeonShooting_Godot/src/game/buff/effect/Eff_SwapWeapon.cs
@@ -1,7 +1,10 @@
using System.Collections.Generic;
using System.Text.Json;
-[EffectFragment("SwapWeapon", "随机选择房间内的一个手持武器的敌人, 交换你们手中的武器, 无参数")]
+[EffectFragment(
+ "SwapWeapon",
+ "随机选择房间内的一个手持武器的敌人, 交换你们手中的武器"
+)]
public class Eff_SwapWeapon : EffectFragment
{
public override void InitParam(JsonElement[] args)
diff --git a/DungeonShooting_Godot/src/game/buff/effect/Eff_TotalAmmo.cs b/DungeonShooting_Godot/src/game/buff/effect/Eff_TotalAmmo.cs
index 6964de8..66671f7 100644
--- a/DungeonShooting_Godot/src/game/buff/effect/Eff_TotalAmmo.cs
+++ b/DungeonShooting_Godot/src/game/buff/effect/Eff_TotalAmmo.cs
@@ -1,9 +1,11 @@
using System.Text.Json;
-[EffectFragment("TotalAmmo",
- "修改武器总弹药量, " +
- "参数1(选填)为弹药变化的具体值, 如果不传则表示补满弹药")]
+[EffectFragment(
+ "TotalAmmo",
+ "修改武器总弹药量, ",
+ Arg1 = "(int|null)弹药变化的具体值, 如果不传则表示补满弹药"
+)]
public class Eff_TotalAmmo : EffectFragment
{
private bool _initParam = false;
diff --git a/DungeonShooting_Godot/src/game/buff/effect/Eff_UseGold.cs b/DungeonShooting_Godot/src/game/buff/effect/Eff_UseGold.cs
index 8226c3b..70eeda0 100644
--- a/DungeonShooting_Godot/src/game/buff/effect/Eff_UseGold.cs
+++ b/DungeonShooting_Godot/src/game/buff/effect/Eff_UseGold.cs
@@ -2,7 +2,11 @@
using System.Text.Json;
-[EffectFragment("UseGold", "使用金币, 参数1为金币的值")]
+[EffectFragment(
+ "UseGold",
+ "使用金币",
+ Arg1 = "(int)消耗金币的值"
+)]
public class Eff_UseGold : EffectFragment
{
private int _value;
diff --git a/DungeonShooting_Godot/src/game/manager/PropFragmentRegister.cs b/DungeonShooting_Godot/src/game/manager/PropFragmentRegister.cs
index f13989b..8dc20b3 100644
--- a/DungeonShooting_Godot/src/game/manager/PropFragmentRegister.cs
+++ b/DungeonShooting_Godot/src/game/manager/PropFragmentRegister.cs
@@ -47,14 +47,14 @@
var attribute = (BuffFragmentAttribute)type.GetCustomAttribute(typeof(BuffFragmentAttribute), false);
if (attribute != null)
{
- if (BuffFragmentInfos.ContainsKey(attribute.BuffName))
+ if (BuffFragmentInfos.ContainsKey(attribute.Name))
{
- GD.PrintErr($"Buff '{attribute.BuffName}' 重名!");
+ GD.PrintErr($"Buff '{attribute.Name}' 重名!");
continue;
}
- var buffInfo = new PropFragmentInfo(attribute.BuffName, attribute.Description, type);
- BuffFragmentInfos.Add(attribute.BuffName, buffInfo);
+ var buffInfo = new PropFragmentInfo(attribute.Name, attribute.Description, type);
+ BuffFragmentInfos.Add(attribute.Name, buffInfo);
}
}
//包含[ConditionAttribute]特性
@@ -65,14 +65,14 @@
var attribute = (ConditionFragmentAttribute)type.GetCustomAttribute(typeof(ConditionFragmentAttribute), false);
if (attribute != null)
{
- if (ConditionFragmentInfos.ContainsKey(attribute.ConditionName))
+ if (ConditionFragmentInfos.ContainsKey(attribute.Name))
{
- GD.PrintErr($"Condition '{attribute.ConditionName}' 重名!");
+ GD.PrintErr($"Condition '{attribute.Name}' 重名!");
continue;
}
- var conditionInfo = new PropFragmentInfo(attribute.ConditionName, attribute.Description, type);
- ConditionFragmentInfos.Add(attribute.ConditionName, conditionInfo);
+ var conditionInfo = new PropFragmentInfo(attribute.Name, attribute.Description, type);
+ ConditionFragmentInfos.Add(attribute.Name, conditionInfo);
}
}
//包含[EffectAttribute]特性
@@ -83,14 +83,14 @@
var attribute = (EffectFragmentAttribute)type.GetCustomAttribute(typeof(EffectFragmentAttribute), false);
if (attribute != null)
{
- if (EffectFragmentInfos.ContainsKey(attribute.EffectName))
+ if (EffectFragmentInfos.ContainsKey(attribute.Name))
{
- GD.PrintErr($"Effect '{attribute.EffectName}' 重名!");
+ GD.PrintErr($"Effect '{attribute.Name}' 重名!");
continue;
}
- var effectInfo = new PropFragmentInfo(attribute.EffectName, attribute.Description, type);
- EffectFragmentInfos.Add(attribute.EffectName, effectInfo);
+ var effectInfo = new PropFragmentInfo(attribute.Name, attribute.Description, type);
+ EffectFragmentInfos.Add(attribute.Name, effectInfo);
}
}
//包含[ChargeAttribute]特性
@@ -101,14 +101,14 @@
var attribute = (ChargeFragmentAttribute)type.GetCustomAttribute(typeof(ChargeFragmentAttribute), false);
if (attribute != null)
{
- if (ChargeFragmentInfos.ContainsKey(attribute.ChargeName))
+ if (ChargeFragmentInfos.ContainsKey(attribute.Name))
{
- GD.PrintErr($"Charge '{attribute.ChargeName}' 重名!");
+ GD.PrintErr($"Charge '{attribute.Name}' 重名!");
continue;
}
- var chargeInfo = new PropFragmentInfo(attribute.ChargeName, attribute.Description, type);
- ChargeFragmentInfos.Add(attribute.ChargeName, chargeInfo);
+ var chargeInfo = new PropFragmentInfo(attribute.Name, attribute.Description, type);
+ ChargeFragmentInfos.Add(attribute.Name, chargeInfo);
}
}
}