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				|  |  | +using System;
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				|  |  | +using System.Collections;
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				|  |  | +using System.Collections.Generic;
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				|  |  | +using System.Linq;
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				|  |  | +using Excel2Json;
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				|  |  | +using Fort23.UTool;
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				|  |  | +using UnityEngine;
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				|  |  | +using Utility;
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				|  |  | +
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				|  |  | +public class EventSystemManager : Singleton<EventSystemManager>
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				|  |  | +{
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				|  |  | +    List<EventConfig> eventConfigs = new List<EventConfig>();
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				|  |  | +    private List<DivineSenseIntervalConfig> divineSenseIntervalConfigs = new List<DivineSenseIntervalConfig>();
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				|  |  | +
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				|  |  | +    public void CustomInit()
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				|  |  | +    {
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				|  |  | +        eventConfigs = ConfigComponent.Instance.GetAll<EventConfig>().ToList();
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				|  |  | +        divineSenseIntervalConfigs = ConfigComponent.Instance.GetAll<DivineSenseIntervalConfig>().ToList();
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				|  |  | +    }
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				|  |  | +
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				|  |  | +
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				|  |  | +    public void DetectEvents(int bigMapId)
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				|  |  | +    {
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				|  |  | +        BigMap bigMap = ConfigComponent.Instance.Get<BigMap>(bigMapId);
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				|  |  | +        DivineSenseConfig divineSenseConfig = ConfigComponent.Instance.Get<DivineSenseConfig>(1);
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				|  |  | +
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				|  |  | +        // 选择神识区间
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				|  |  | +        DivineSenseIntervalConfig interval = SelectInterval(200);
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				|  |  | +
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				|  |  | +        // 获取通用事件
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				|  |  | +        List<EventConfig> globalEvents = eventConfigs
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				|  |  | +            .Where(e => e.EventTriggerType == 3 && CanTriggerEvent(e.ID) &&
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				|  |  | +                        interval.EventQualities.Contains(e.EventQuality))
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				|  |  | +            .ToList();
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				|  |  | +
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				|  |  | +
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				|  |  | +        //获取特定事件
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				|  |  | +        var eventIDs = bigMap.DivineSenseEvent.ToList();
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				|  |  | +        List<EventConfig> candidateEvents = eventConfigs
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				|  |  | +            .Where(e => eventIDs.Contains(e.ID) && CanTriggerEvent(e.ID))
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				|  |  | +            .ToList();
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				|  |  | +        candidateEvents.AddRange(globalEvents);
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				|  |  | +
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				|  |  | +        if (candidateEvents.Count == 0)
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				|  |  | +        {
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				|  |  | +            LogTool.Warning("没有可以刷新的任务");
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				|  |  | +            return;
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				|  |  | +        }
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				|  |  | +
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				|  |  | +        // 计算高品质事件加成
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				|  |  | +        float qualityBonusMultiplier = divineSenseConfig.QualityBonusChance *
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				|  |  | +                                       Mathf.Floor((200 - divineSenseConfig.MinDivineSenseValue) /
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				|  |  | +                                                   divineSenseConfig.DivineSenseCount);
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				|  |  | +
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				|  |  | +
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				|  |  | +        // 获得全部权重
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				|  |  | +        var eventWeights = new List<(EventConfig Event, int Weight)>();
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				|  |  | +        float totalProbability = candidateEvents.Sum(evt =>
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				|  |  | +        {
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				|  |  | +            float prob = evt.BaseProbability;
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				|  |  | +            if (evt.EventQuality >= 2)
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				|  |  | +                prob *= (1f + qualityBonusMultiplier);
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				|  |  | +            return prob;
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				|  |  | +        });
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				|  |  | +
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				|  |  | +        foreach (var evt in candidateEvents)
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				|  |  | +        {
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				|  |  | +            float probability = evt.BaseProbability;
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				|  |  | +            if (evt.EventQuality >= 2)
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				|  |  | +                probability *= (1f + qualityBonusMultiplier);
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				|  |  | +            int weight = Mathf.Max(1, Mathf.RoundToInt(probability / totalProbability * 100));
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				|  |  | +            eventWeights.Add((evt, weight));
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				|  |  | +        }
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				|  |  | +
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				|  |  | +
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				|  |  | +        // 调整权重确保总和=100
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				|  |  | +        int totalWeight = 100;
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				|  |  | +        int currentSum = eventWeights.Sum(ew => ew.Weight);
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				|  |  | +        if (currentSum != totalWeight)
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				|  |  | +        {
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				|  |  | +            float scale = (float)totalWeight / currentSum;
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				|  |  | +            eventWeights = eventWeights.Select(ew => (ew.Event, Mathf.Max(1, Mathf.RoundToInt(ew.Weight * scale))))
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				|  |  | +                .ToList();
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				|  |  | +            // 微调总和
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				|  |  | +            currentSum = eventWeights.Sum(ew => ew.Weight);
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				|  |  | +            if (currentSum != totalWeight)
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				|  |  | +            {
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				|  |  | +                int diff = totalWeight - currentSum;
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				|  |  | +                var maxWeightEvent = eventWeights.OrderByDescending(ew => ew.Weight).First();
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				|  |  | +                eventWeights[eventWeights.IndexOf(maxWeightEvent)] =
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				|  |  | +                    (maxWeightEvent.Event, maxWeightEvent.Weight + diff);
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				|  |  | +            }
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				|  |  | +        }
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				|  |  | +
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				|  |  | +
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				|  |  | +        foreach (var (evt, weight) in eventWeights)
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				|  |  | +        {
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				|  |  | +            LogTool.Log($"EventId {evt.ID}: 权重={weight} ({weight / (float)totalWeight:P2})");
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				|  |  | +        }
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				|  |  | +
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				|  |  | +        // 随机抽取事件
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				|  |  | +        var triggeredEvents = new List<EventConfig>();
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				|  |  | +        for (int i = 0; i < divineSenseConfig.DetectEventCount && eventWeights.Count > 0; i++)
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				|  |  | +        {
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				|  |  | +            int randomValue = UnityEngine.Random.Range(0, 101);
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				|  |  | +            int cumulative = 0;
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				|  |  | +            foreach (var (evt, weight) in eventWeights.ToList())
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				|  |  | +            {
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				|  |  | +                cumulative += weight;
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				|  |  | +                if (randomValue < cumulative)
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				|  |  | +                {
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				|  |  | +                    triggeredEvents.Add(evt);
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				|  |  | +                    eventWeights.RemoveAll(ew => ew.Event.ID == evt.ID);
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				|  |  | +                    LogTool.Log($"S旋转事件 {evt.ID}, 权重={weight}, 随机到的权重={randomValue}");
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				|  |  | +                    break;
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				|  |  | +                }
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				|  |  | +            }
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				|  |  | +        }
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				|  |  | +
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				|  |  | +
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				|  |  | +        // 触发事件
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				|  |  | +        foreach (var evt in triggeredEvents)
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				|  |  | +        {
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				|  |  | +            TriggerEvent(evt);
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				|  |  | +        }
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				|  |  | +
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				|  |  | +        if (triggeredEvents.Count == 0)
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				|  |  | +        {
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				|  |  | +            Debug.Log("没有可以触发的事件");
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				|  |  | +        }
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				|  |  | +    }
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				|  |  | +
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				|  |  | +    /// <summary>
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				|  |  | +    /// 根据神识值选择通用神识区间
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				|  |  | +    /// </summary>
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				|  |  | +    private DivineSenseIntervalConfig SelectInterval(float divineSenseValue)
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				|  |  | +    {
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				|  |  | +        var intervals = divineSenseIntervalConfigs
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				|  |  | +            .Where(i => divineSenseValue >= i.MinValue && divineSenseValue < i.MaxValue)
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				|  |  | +            .ToList();
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				|  |  | +        return intervals.FirstOrDefault();
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				|  |  | +    }
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				|  |  | +
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				|  |  | +    /// <summary>
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				|  |  | +    /// 触发单个事件,处理对话、奖励和完成逻辑。
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				|  |  | +    /// </summary>
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				|  |  | +    public void TriggerEvent(EventConfig evt)
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				|  |  | +    {
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				|  |  | +        Debug.Log($"触发事件: {evt.Description} (ID: {evt.ID}, 品质: {evt.EventQuality})");
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				|  |  | +        if (evt.DialogueID > 0)
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				|  |  | +        {
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				|  |  | +            DialogueManager.Instance.StartDialogue(evt.DialogueID, evt.ID);
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				|  |  | +        }
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				|  |  | +
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				|  |  | +        if (evt.RewardID.Length > 0)
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				|  |  | +        {
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				|  |  | +            // TODO: 实现奖励逻辑
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				|  |  | +        }
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				|  |  | +
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				|  |  | +        CompleteEvent(evt.ID);
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				|  |  | +    }
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				|  |  | +
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				|  |  | +    /// <summary>
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				|  |  | +    /// 检查事件是否满足触发条件。
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				|  |  | +    /// </summary>
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				|  |  | +    private bool CanTriggerEvent(int eventID)
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				|  |  | +    {
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				|  |  | +        var evt = eventConfigs.Find(e => e.ID == eventID);
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				|  |  | +        if (evt.ID == 0)
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				|  |  | +            return false;
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				|  |  | +
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				|  |  | +
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				|  |  | +        for (var i = 0; i < evt.EventConditionId.Length; i++)
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				|  |  | +        {
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				|  |  | +            if (!CheckCondition(evt.EventConditionId[i], evt.EventVlaue[i]))
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				|  |  | +                return false;
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				|  |  | +        }
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				|  |  | +
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				|  |  | +        return true;
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				|  |  | +    }
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				|  |  | +
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				|  |  | +    /// <summary>
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				|  |  | +    /// 检查单个触发条件。
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				|  |  | +    /// </summary>
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				|  |  | +    private bool CheckCondition(int conditionid, int EventVlaue)
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				|  |  | +    {
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				|  |  | +        //>=
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				|  |  | +        if (EventVlaue == 1)
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				|  |  | +        {
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				|  |  | +        }
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				|  |  | +        //=
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				|  |  | +        else if (EventVlaue == 2)
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				|  |  | +        {
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				|  |  | +        }
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				|  |  | +        // <=
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				|  |  | +        else if (EventVlaue == 3)
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				|  |  | +        {
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				|  |  | +        }
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				|  |  | +
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				|  |  | +
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				|  |  | +        return false;
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				|  |  | +    }
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				|  |  | +
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				|  |  | +    /// <summary>
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				|  |  | +    /// 完成任务
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				|  |  | +    /// </summary>
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				|  |  | +    /// <param name="eventID">事件ID</param>
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				|  |  | +    public void CompleteEvent(int eventID)
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				|  |  | +    {
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				|  |  | +        LogTool.Log($"完成任务{eventID}");
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				|  |  | +    }
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				|  |  | +}
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