mirror of
https://github.com/tym1116/BH3.git
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79 lines
1.9 KiB
C#
79 lines
1.9 KiB
C#
using FullInspector;
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namespace MoleMole
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{
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public class LimitBeAddedDebuffChallenge : BaseLevelChallenge
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{
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public readonly int targetBeAddedDebuffNum;
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[ShowInInspector]
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private bool _finished;
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[ShowInInspector]
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private int _tempBeAddedDebuffNum;
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public LimitBeAddedDebuffChallenge(LevelChallengeHelperPlugin helper, LevelChallengeMetaData metaData)
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: base(helper, metaData)
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{
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_finished = true;
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_tempBeAddedDebuffNum = 0;
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targetBeAddedDebuffNum = _metaData.paramList[0];
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}
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public override bool IsFinished()
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{
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return _finished;
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}
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public override string GetProcessMsg()
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{
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if (IsFinished())
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{
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return "Succ";
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}
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return "Fail";
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}
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public override void OnAdded()
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{
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Singleton<EventManager>.Instance.RegisterEventListener<EvtBuffAdd>(_helper.levelActor.runtimeID);
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}
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public override void OnDecided()
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{
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base.OnDecided();
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Singleton<EventManager>.Instance.RemoveEventListener<EvtBuffAdd>(_helper.levelActor.runtimeID);
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}
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public override bool ListenEvent(BaseEvent evt)
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{
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if (evt is EvtBuffAdd)
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{
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return ListenBuffAdd((EvtBuffAdd)evt);
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}
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return false;
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}
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private bool ListenBuffAdd(EvtBuffAdd evt)
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{
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BaseActor actor = Singleton<EventManager>.Instance.GetActor(evt.targetID);
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bool flag = (evt.abilityState & (AbilityState.Bleed | AbilityState.Stun | AbilityState.Paralyze | AbilityState.Burn | AbilityState.Poisoned | AbilityState.Frozen | AbilityState.MoveSpeedDown | AbilityState.AttackSpeedDown | AbilityState.Weak | AbilityState.Fragile | AbilityState.TargetLocked | AbilityState.Tied)) != 0;
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if (actor != null && actor is AvatarActor && Singleton<AvatarManager>.Instance.IsLocalAvatar(actor.runtimeID) && flag)
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{
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_tempBeAddedDebuffNum++;
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if (_tempBeAddedDebuffNum > targetBeAddedDebuffNum)
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{
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Fail();
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}
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}
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return false;
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}
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private void Fail()
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{
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_finished = false;
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OnDecided();
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}
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}
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}
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