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local Rune = {}
Rune.__index = Rune
--> Services
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
--> Dependencies
local TypeList = require(ServerStorage.Base.TypeList)
local Utils = require(ReplicatedStorage.Tools.Utils)
function Rune:Init(PlayerAI: Player, Character: TypeList.Character, ScriptName: string)
local self = {}
setmetatable(self, Rune)
self.PlayerAI = PlayerAI
self.Character = Character
self.ScriptName = ScriptName
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self.Player = self.Character.Player
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self.TriggerSlot = 0
self.WearingSlot = 0
self.TriggerTime = 0
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self.executionRecords = {}
self.isRecording = false -- 记录开关
return self
end
-- 开始记录
function Rune:StartRecording()
self.isRecording = true
self.executionRecords = {}
end
-- 停止记录
function Rune:StopRecording()
self.isRecording = false
end
-- 记录执行信息
function Rune:RecordExecution(index: number, attributesBefore: table?, attributesAfter: table?, behaviorListBefore: table?, behaviorListAfter: table?, nextIndex: number?)
if not self.isRecording then return end
table.insert(self.executionRecords, {
runeName = self.ScriptName,
runeUniqueId = self.TriggerSlot,
index = index,
timestamp = tick(),
action = "Execute",
attributesBefore = attributesBefore or {},
attributesAfter = attributesAfter or {},
behaviorListBefore = behaviorListBefore or {},
behaviorListAfter = behaviorListAfter or {},
nextIndex = nextIndex
})
end
-- 获取执行记录
function Rune:GetExecutionRecords()
return self.executionRecords
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end
-- 触发最开始事件
function Rune:OnStartEvent(runeName: string, triggerSlot: number, AttributesData: table?, BehaviorNameList: table?)
-- runeName: 符文名称
-- triggerSlot: 触发槽位
-- AttributesData: 属性数据,符文可以修改
-- BehaviorNameList: 行为名称列表,符文可以修改
-- 返回值: 可以返回下一个index来控制流程或者nil表示不干预
end
-- 卡牌触发前事件
function Rune:OnTriggerBeginEvent(index: number, AttributesData: table?, BehaviorNameList: table?)
-- index: 当前符文在列表中的位置
-- AttributesData: 属性数据,符文可以修改
-- BehaviorNameList: 行为名称列表,符文可以修改
-- 返回值: 可以返回下一个index来控制流程或者nil表示不干预
end
-- 卡牌触发后事件
function Rune:OnTriggerEndEvent(index: number, AttributesData: table?, BehaviorNameList: table?)
-- index: 当前符文在列表中的位置
-- AttributesData: 属性数据,符文可以修改
-- BehaviorNameList: 行为名称列表,符文可以修改
-- 返回值: 可以返回下一个index来控制流程或者nil表示不干预
end
-- 触发结束事件
function Rune:OnEndEvent(runeName: string, triggerSlot: number, AttributesData: table?, BehaviorNameList: table?)
-- runeName: 符文名称
-- triggerSlot: 触发槽位
-- AttributesData: 属性数据,符文可以修改
-- BehaviorNameList: 行为名称列表,符文可以修改
-- 返回值: 可以返回下一个index来控制流程或者nil表示不干预
end
-- 检查事件
function Rune:Check(index: number, AttributesData: table?, BehaviorNameList: table?)
-- index: 当前符文在列表中的位置
-- AttributesData: 属性数据,符文可以修改
-- BehaviorNameList: 行为名称列表,符文可以修改
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-- 返回值: true表示可以执行false表示跳过
return false
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end
-- 执行事件
function Rune:Execute(index: number, AttributesData: table?, BehaviorNameList: table?)
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-- index: 当前符文在列表中的位置
-- AttributesData: 属性数据,符文可以修改
-- BehaviorNameList: 行为名称列表,符文可以修改
-- 返回值: 下一个要执行的index或者nil表示继续下一个
-- 记录执行前的状态
local attributesBefore = Utils:DeepCopyTable(AttributesData or {})
local behaviorListBefore = Utils:DeepCopyTable(BehaviorNameList or {})
-- 使用PlayerAI的专用方法
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local beginNextIndex = self.PlayerAI:TriggerAllRunesExcept(self, "OnTriggerBeginEvent", index, AttributesData, BehaviorNameList)
if type(beginNextIndex) == "number" then
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self:RecordExecution(index, attributesBefore, AttributesData, behaviorListBefore, BehaviorNameList, beginNextIndex)
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return beginNextIndex
end
-- 执行自己的逻辑
local nextIndex = self:OnExecute(index, AttributesData, BehaviorNameList)
if type(nextIndex) == "number" then
self.PlayerAI:TriggerAllRunesExcept(self, "OnTriggerEndEvent", index, AttributesData, BehaviorNameList)
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self:RecordExecution(index, attributesBefore, AttributesData, behaviorListBefore, BehaviorNameList, nextIndex)
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return nextIndex
end
local endNextIndex = self.PlayerAI:TriggerAllRunesExcept(self, "OnTriggerEndEvent", index, AttributesData, BehaviorNameList)
if type(endNextIndex) == "number" then
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self:RecordExecution(index, attributesBefore, AttributesData, behaviorListBefore, BehaviorNameList, endNextIndex)
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return endNextIndex
end
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self.TriggerTime = self.TriggerTime + 1
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self:RecordExecution(index, attributesBefore, AttributesData, behaviorListBefore, BehaviorNameList, nextIndex)
return nextIndex
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end
-- 子类可以重写这个方法
function Rune:OnExecute(index: number, AttributesData: table?, BehaviorNameList: table?)
-- index: 当前符文在列表中的位置
-- AttributesData: 属性数据,符文可以修改
-- BehaviorNameList: 行为名称列表,符文可以修改
-- 返回值: 下一个要执行的index或者nil表示继续下一个
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return nil
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end
-- 销毁
function Rune:OnDestroy()
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self.executionRecords = nil
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self = nil
end
return Rune