192 lines
5.5 KiB
Plaintext
192 lines
5.5 KiB
Plaintext
local Behaviour = {}
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Behaviour.__index = Behaviour
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--> Services
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local ServerStorage = game:GetService("ServerStorage")
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--> Events
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local RE_PerformanceEvent = ReplicatedStorage:FindFirstChild("Events"):FindFirstChild("RE_PerformanceEvent")
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local RE_CleanPlayerPerformance = ReplicatedStorage:FindFirstChild("Events"):FindFirstChild("RE_CleanPlayerPerformance")
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--> Dependencies
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local TypeList = require(ServerStorage.Base.TypeList)
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local Communicate = require(ServerStorage.Modules.Tools.Communicate)
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local Utils = require(ReplicatedStorage.Tools.Utils)
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--> Json
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local JsonAttributes = require(ReplicatedStorage.Json.Attributes)
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--> 临时维护一个属性数据表,用于记录属性类型
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local AttributesNameData = {}
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for _, Attribute in JsonAttributes do
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AttributesNameData[Attribute.effectAttribute] = Utils:DeepCopyTable(Attribute)
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end
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--------------------------------------------------------------------------------
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-- 刷新时,重新载入,暂时不考虑性能
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-- 初始化内容
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function Behaviour:Init(PlayerAI, Character: TypeList.Character, ScriptName: string)
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local self = {}
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self.PlayerAI = PlayerAI
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self.Character = Character
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self.CheckData = nil
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self.ExeTask = nil
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self.UniqueIdList = {}
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self.ScriptName = ScriptName
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self.Cooldown = 0
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self.OrgCooldown = 0
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self.CooldownTask = nil
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local Humanoid = self.Character.Humanoid
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-- 监听属性变化
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self.ConAttribtueChanged = Humanoid.AttributeChanged:Connect(function(attributeKey: string, attributeValue: any)
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-- 以后这里要是有其他状态也可以加打断
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if attributeKey == "Died" and attributeValue == true then
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self:OnDied()
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end
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end)
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return self
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end
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-- 执行检查(主要重写部分) return 优先级, 执行数据
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function Behaviour:Check(CheckInfo: table)
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-- 返回优先级,执行数据
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return -1, self.CheckData
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end
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-- 具体执行内容(主要重写部分)
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function Behaviour:Execute()
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end
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-- 检查行为前先清理之前遗留的引用数据
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function Behaviour:CheckClean()
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if self.Mobs then
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for _, Mob in self.Mobs do
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self.Mobs[Mob] = nil
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end
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self.Mobs = nil
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end
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if self.CheckData then
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for key, cha in self.CheckData do
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self.CheckData[key] = nil
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end
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self.CheckData = nil
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end
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end
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function Behaviour:GetAttributeValue(AttributeName: string, IsOrgValue: boolean)
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local AttributeValue = self.Character.Instance:FindFirstChild("Attributes"):GetAttribute(AttributeName)
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if not AttributeValue then return nil end
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-- 处理对应的值
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local AttributeData = AttributesNameData[AttributeName]
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if not AttributeData then return nil end
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if IsOrgValue then return AttributeValue end
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local typeValue = AttributeData.type
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if typeValue == 1 then
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return AttributeValue
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elseif typeValue == 2 then
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return AttributeValue / 100
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end
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end
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-- 启动冷却时间清除计时
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function Behaviour:StartCooldownTask()
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self.Cooldown = self.OrgCooldown
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self.CooldownTask = task.spawn(function()
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task.wait(self.OrgCooldown)
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self.Cooldown = 0
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end)
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end
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function Behaviour:SendPerformanceEvent(...)
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Communicate:SendToClient(RE_PerformanceEvent, ...)
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end
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-- 检查当前状态是否可执行
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function Behaviour:CheckStat()
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if not self.Character then return true end
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-- 死亡检查
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if self.Character:GetState("Died") then return true end
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-- 冷却中检查
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if self.Cooldown > 0 then return true end
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-- 执行状态中检查
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local ExecutingState = self.PlayerAI.ExecutingState
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-- 其他内容执行中,就false
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if ExecutingState == true then return true end
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return false
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end
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-- 检查特殊状态是否可执行(禁止使用技能)
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function Behaviour:CheckSpecialStat()
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if not self.Character then return true end
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if self.PlayerAI:GetSharedData("BanAbility") then
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return true
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end
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return false
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end
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-- 改变当前执行状态标记
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function Behaviour:ChangeExecutingState(State: boolean)
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if not self.Character then warn("Behaviour Character not found") return end
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self.PlayerAI.ExecutingState = State
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end
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-- 打断执行
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function Behaviour:StopExecute()
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if self.ExeTask then
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task.cancel(self.ExeTask)
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self.ExeTask = nil
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end
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end
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-- 销毁
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function Behaviour:Destroy()
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-- 清除客户端对应行为表现
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for _, UniqueId in self.UniqueIdList do
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self:SendPerformanceEvent("Destroy", self.Player, self.ScriptName, true, {UniqueId = UniqueId})
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end
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if self.CooldownTask then
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task.cancel(self.CooldownTask)
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self.CooldownTask = nil
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end
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if self.ExeTask then
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task.cancel(self.ExeTask)
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self.ExeTask = nil
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end
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-- 清除数据
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self.UniqueIdList = {}
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if self.ConAttribtueChanged then
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self.ConAttribtueChanged:Disconnect()
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self.ConAttribtueChanged = nil
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end
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if self.LoopTask then
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task.cancel(self.LoopTask)
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self.LoopTask = nil
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end
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for _, UniqueId in self.UniqueIdList do
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self.PlayerAI:RemoveBehaviourUniqueId(UniqueId)
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end
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self.UniqueIdList = {}
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for k, v in pairs(self) do
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self[k] = nil
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end
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self = nil
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end
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-- 死亡时,主要打断当前执行状态
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function Behaviour:OnDied()
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if self.ExeTask then
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task.cancel(self.ExeTask)
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self.ExeTask = nil
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end
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end
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return Behaviour |