- 组合式单位与数值基础重构:scripts/Models/UnitModel.cs, scripts/Models/UnitComponents.cs, scripts/Models/StudentModel.cs, scripts/Models/MentorModel.cs, scripts/Models/StaffModel.cs, scripts/Models/PropertyValue.cs, scripts/Models/StatusValue.cs - 任务与运行时状态骨架:scripts/Models/Task.cs, scripts/Models/TaskDefinitions.cs, scripts/Models/GameState.cs - 配置与规则定义骨架:scripts/Models/DefinitionSupport.cs, scripts/Models/DomainEnums.cs, scripts/Models/Modifiers.cs, scripts/Models/DisciplineDefinitions.cs, scripts/Models/SynergyDefinitions.cs, scripts/Models/ItemDefinitions.cs, scripts/Models/PaperDefinitions.cs, scripts/Models/RogueliteDefinitions.cs, scripts/Models/GameContentDatabase.cs, scripts/Models/CoreIds.cs - MVC/会话/系统/i18n/Mod 支撑:scripts/Core/GameSession.cs, scripts/Core/GameSystems.cs, scripts/Core/GameController.cs, scripts/Core/Mvc.cs, scripts/Core/LocalizationService.cs, scripts/Core/ContentRegistry.cs, scripts/Core/ModManifest.cs, scripts/Core/EventBus.cs - 主控流程衔接:scripts/GameManager.cs
32 lines
1.0 KiB
C#
32 lines
1.0 KiB
C#
using System.Collections.Generic;
|
|
|
|
namespace Models;
|
|
|
|
/// <summary>
|
|
/// 学科定义(决定开局流派、核心资源循环与卡池)
|
|
/// 设计说明:
|
|
/// 1) 学科只描述“规则与池子”,具体资源结算由系统层执行。
|
|
/// 2) Buff 使用 ModifierBundle + RuleIds 组合,便于非数值机制扩展。
|
|
/// 注意事项:
|
|
/// - DisciplineId 应稳定,用于存档与 Mod 兼容。
|
|
/// 未来扩展:
|
|
/// - 可加入“学科子方向”与“跨学科解锁条件”。
|
|
/// </summary>
|
|
public sealed class DisciplineDefinition
|
|
{
|
|
public DefinitionHeader Header { get; set; } = new();
|
|
public DisciplineBuff Buff { get; set; } = new();
|
|
|
|
public List<string> RolePoolIds { get; } = new();
|
|
public List<string> ItemPoolIds { get; } = new();
|
|
public List<string> TaskKeywordIds { get; } = new();
|
|
}
|
|
|
|
public sealed class DisciplineBuff
|
|
{
|
|
public LocalizedText Name { get; set; } = new();
|
|
public LocalizedText Description { get; set; } = new();
|
|
public ModifierBundle Modifiers { get; set; } = new();
|
|
}
|
|
|