(client) feat:添加事件定义,定义部分怪物

This commit is contained in:
m0_75251201
2025-09-03 18:13:29 +08:00
parent ce04c8cec8
commit eb9cf415f2
79 changed files with 4666 additions and 4981 deletions

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@ -8,8 +8,8 @@ namespace Data
public float moveSpeed = 1;
public int attack = 1;
public int defense = 0;
public int attackSpeed = 2;
public int attackRange = 3;
public float attackSpeed = 2;
public float attackRange = 3;
public int attackTargetCount = 1;
}
}

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@ -1,21 +0,0 @@
using System.Collections.Generic;
namespace Data
{
public class EntityEventDef:Define
{
public BuildingDef buildingDef;
public MonsterDef monster;
public CharacterDef character; // 要生成的实体Def的defName
public int count = 1; // 生成的数量
public float minRadius = 0f; // 最小距离(以格数单位)
public float maxRadius = 10f; // 最大距离(以格数单位)
public int width = 5; // 宽度(以格数单位),指定一个方形区域
public int height = 5; // 高度(以格数单位)
public bool allowNearWalls = true; // 是否允许靠近墙壁生成
public bool allowSpawnOnPawn = false; // 是否允许直接生成在角色身上
// 可以添加更多约束,如:
public List<string> allowedTerrainTags; // 允许生成的地形标签
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 9b4cf168bf1e41d4a63e78cb734453bd
timeCreated: 1756305435

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@ -2,8 +2,7 @@ namespace Data
{
public class EventDef : Define
{
public HediffEventDef hediffEvent;
public EntityEventDef entityEvent;
public string workClass;
public string value;
}
}

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@ -1,11 +0,0 @@
namespace Data
{
public class HediffEventDef:Define
{
public HediffDef hediff; // 要添加的HediffDef的defName
public float hediffSeverity = 1.0f; // 添加时Hediff的严重程度或进度
public AffiliationDef affiliation; // 目标的派系DefName
public bool forAllPawnsInFaction = false; // 是否为该派系的所有Pawns添加Hediff
public int specificPawnCount = 1; // 如果不是所有Pawns指定数量
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: d495178bf0c943fe9da8009592e20400
timeCreated: 1756305417

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@ -0,0 +1,47 @@
namespace Data
{
/// <summary>
/// 定义提示文本在游戏或应用中显示方式的类别。
/// Defines categories for how prompt text is displayed in a game or application.
/// </summary>
public enum PromptDisplayCategory
{
/// <summary>
/// 默认或未分类的显示方式。
/// Default or uncategorized display method.
/// </summary>
Default = 0,
/// <summary>
/// 显示在玩家当前焦点实体例如NPC或交互物上方以聊天气泡的形式呈现。
/// Displayed as a chat bubble above the player's currently focused entity (e.g., NPC, interactive object).
/// </summary>
FocusedEntityChatBubble,
/// <summary>
/// 显示在玩家当前焦点实体例如NPC或交互物的头顶通常是简短的状态、名称或互动提示。
/// Displayed as text above the player's currently focused entity (e.g., NPC, interactive object), typically for short status, names, or interaction prompts.
/// </summary>
FocusedEntityOverheadText,
/// <summary>
/// 大型文本显示在屏幕中央,通常用于重要通知、标题或剧情提示,需要玩家立即注意。
/// Large text displayed in the center of the screen, typically for important announcements, titles, or narrative prompts that demand immediate player attention.
/// </summary>
ScreenCenterLargeText,
/// <summary>
/// 非焦点提示通常以不易干扰的方式如屏幕边缘、HUD小字或右下角浮动显示提供辅助信息、次要指引或环境提示。
/// Non-focused hint, typically displayed in a non-intrusive way (e.g., screen corner, small HUD text, or bottom-right floating message) to provide auxiliary information, minor guidance, or environmental cues.
/// </summary>
PassiveHint,
}
public class MessageDef : Define
{
public PromptDisplayCategory type;
public string text;
public string color;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8df8531d3d53412e8c299262aeea6f57
timeCreated: 1756860490

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@ -3,8 +3,9 @@ namespace Data
public class StoryStageDef : Define
{
public float lastWaitTime = 0;
public EventDef eventDef;
public float nextWaitTime = 0;
public EventDef eventDef;
public MessageDef messageDef;
}
public class StoryDef:Define
{