69 lines
2.3 KiB
C#
69 lines
2.3 KiB
C#
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using System;
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namespace HitFeedback
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{
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[Flags]
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public enum DamageFeature
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{
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/// <summary>
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/// 未指定或未分类的伤害特性。
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/// </summary>
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Undefined = 0,
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/// <summary>
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/// 普通物理伤害或其他未特别定义的伤害(对应 DamageTypes.normal)。
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/// </summary>
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NormalDamage = 1,
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/// <summary>
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/// 真实伤害,不受护甲或其他减伤效果影响(对应 DamageTypes.realDamage)。
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/// </summary>
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RealDamage = 2,
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/// <summary>
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/// 伤害来自增益(Buff)或持续效果。
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/// (基于 DamageInfo.isFromBuffOrEffect)
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/// </summary>
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BuffOrEffectDamage = 4,
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/// <summary>
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/// 伤害无视目标的护甲。
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/// (基于 DamageInfo.ignoreArmor)
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/// </summary>
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ArmorIgnoringDamage = 8,
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/// <summary>
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/// 伤害是暴击伤害。
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/// (基于 DamageInfo.crit > 0)
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/// </summary>
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CriticalDamage = 16,
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/// <summary>
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/// 伤害包含护甲穿透效果。
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/// (基于 DamageInfo.armorPiercing > 0)
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/// </summary>
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ArmorPiercingDamage = 32,
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/// <summary>
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/// 伤害是爆炸类型。
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/// (基于 DamageInfo.isExplosion)
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/// </summary>
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ExplosionDamage = 64,
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/// <summary>
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/// 伤害具有护甲破坏效果。
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/// (基于 DamageInfo.armorBreak > 0)
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/// </summary>
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ArmorBreakingDamage = 128,
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/// <summary>
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/// 伤害可能带有元素效果(如果有 elementFactors 存在且非空)。
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/// </summary>
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ElementalDamage = 256,
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/// <summary>
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/// 伤害可能附带Buff效果。
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/// (基于 DamageInfo.buffChance > 0 或 buff != null)
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/// </summary>
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/// <remarks>
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/// 注意:这个可以与 BuffOrEffectDamage 区分,BuffOrEffectDamage 是伤害本身来自Buff,
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/// 而นี้是伤害造成时附带施加Buff的效果。
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/// </remarks>
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OnHitBuffApply = 512,
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/// <summary>
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/// 伤害可能附带流血效果。
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/// (基于 DamageInfo.bleedChance > 0)
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/// </summary>
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OnHitBleed = 1024,
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}
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}
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