using JetBrains.Annotations; using System.Collections; using System.Collections.Generic; using Unity.VisualScripting; using UnityEngine; using WK.Data; using WK; namespace WK { public class CharacterStatsCollection { } public class CharacterBuffsCollection { } public class CharacterPerksCollection { } /// /// 角色当前状态 /// public class CharacterInfo { /// /// 角色当前所有属性 /// private List m_Stats; public CharacterStatsCollection stats { get { return m_AllStats; } } private CharacterStatsCollection m_AllStats; /// /// 角色当前所有buff /// private List m_Buffs; /// /// 角色当前所有被动 /// private List m_Perks; public CharacterStats this[string statsUID] { get { if (m_Stats == null) { return null; } return GetStats(statsUID); } } public CharacterStats GetStats(string statsUID) { for (int i = 0; i < m_Stats.Count; ++i) { if (m_Stats[i].uid == statsUID) { return m_Stats[i]; } } return null; } public bool HasStats(string statsUID) { for (int i = 0; i < m_Stats.Count; ++i) { if (m_Stats[i].uid == statsUID) { return true; } } return false; } public bool HasBuff(string buffUID) { return false; } } }