using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Game
{
public interface ICharacter
{
public int AttackDamage { get; }
public float AttackSpeed { get; }
public int Mana { get; }
public int StartingMana { get; }
public int AttackRange { get; }
public int CriticalHitChance { get; }
public int Armor { get; }
public int MagicResistance { get; }
}
public class Character : ICharacter
{
private int _level;
CharacterConfig _config;
public Character(CharacterConfig config)
{
this._config = config;
}
public int AttackDamage => _config.BasicStats.AttackDamage[_level];
public float AttackSpeed => _config.BasicStats.AttackSpeed[_level];
public int Mana => _config.BasicStats.Mana[_level];
public int StartingMana => _config.BasicStats.StartingMana[_level];
public int AttackRange => _config.BasicStats.AttackRange[_level];
public int CriticalHitChance => _config.BasicStats.CriticalHitChance[_level];
public int Armor => _config.BasicStats.Armor[_level];
public int MagicResistance => _config.BasicStats.MagicResistance[_level];
public CharacterConfig Config => _config;
// tmp Other
public float OtherAttackDamage;
public float OtherArmor;
}
///
/// 角色不具备战斗逻辑,所有战斗逻辑由战斗系统完成
/// 自走棋的角色不具备自动回血功能,只能通过技能buff进行回血
///
// public interface ICharacter
// {
// CharacterConfig Config { get; }
// GameObject Go { get; }
//
// string Name { get; }
// string Description { get; }
// int Level { get; }
// float Hp { get; }
// float Mp { get; }
// float Attack { get; }
// float Defense { get; }
// float MoveSpeed { get; }
// float AttackSpeed { get; }
// bool IsDead { get; }
//
// IReadOnlyList Equipments { get; }
// IReadOnlyList Buffs { get; }
//
// bool AddEquipment(IEquipment equipment);
// bool RemoveAllEquipment(out List equipments);
//
// void OnAttack(Character character);
// }
//
// public class Character : ICharacter
// {
// private CharacterConfig _characterConfig;
// private GameObject _go;
// private List _equipments;
// private string _name;
// private string _description;
// private int _level;
// private float _hp;
// private float _mp;
// private float _attack;
// private float _defense;
// private float _moveSpeed;
// private float _attackSpeed;
//
// private float tmphp;
// private float tmpmp;
// private float tmpattack;
// private float tmpdefense;
// private float tmpmoveSpeed;
// private float tmpattackSpeed;
// private IReadOnlyList _buffs;
//
// public CharacterConfig Config => _characterConfig;
//
// public GameObject Go => _go;
//
// public string Name => _name;
//
// public string Description => _description;
//
// public int Level => _level;
//
// public float Hp => _hp + tmphp;
//
// public float Mp => _mp + tmpmp;
//
// public float Attack => _attack + tmpattack;
//
// public float Defense => _defense + tmpdefense;
//
// public float MoveSpeed => _moveSpeed + tmpmoveSpeed;
//
// public float AttackSpeed => _attackSpeed + tmpattackSpeed;
//
// public bool IsDead => _hp <= 0;
//
// public IReadOnlyList Equipments => _equipments;
//
// public IReadOnlyList Buffs => _buffs;
//
// public Character(CharacterConfig characterConfig, GameObject go)
// {
// _characterConfig = characterConfig;
// _go = go;
// _name = _characterConfig.BasicStats.Name;
// _description = _characterConfig.BasicStats.Description;
// // _hp = _characterConfig.MaxHp;
// // _mp = _characterConfig.MaxMp;
// _equipments = new List();
// }
//
// public bool AddEquipment(IEquipment equipment)
// {
// // if (_equipments.Count >= _characterConfig.MaxEquipmentCount)
// // return false;
//
// _equipments.Add(equipment);
// // tmphp += equipment.Config.Hp;
// // tmpmp += equipment.Config.Mp;
// // tmpattack += equipment.Config.Attack;
// // tmpdefense += equipment.Config.Defense;
// // tmpmoveSpeed += equipment.Config.MoveSpeed;
// // tmpattackSpeed += equipment.Config.AttackSpeed;
// return true;
// }
//
// public bool RemoveAllEquipment(out List equipments)
// {
// equipments = _equipments.ToList();
// // foreach (var equipment in _equipments)
// // {
// // tmphp -= equipment.Config.Hp;
// // tmpmp -= equipment.Config.Mp;
// // tmpattack -= equipment.Config.Attack;
// // tmpdefense -= equipment.Config.Defense;
// // tmpmoveSpeed -= equipment.Config.MoveSpeed;
// // tmpattackSpeed -= equipment.Config.AttackSpeed;
// // }
//
// _equipments.Clear();
// return true;
// }
//
// public void OnAttack(Character target)
// {
// foreach (var equipment in _equipments)
// {
//
// }
// }
// }
}