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Continentis/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs

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using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using Continentis.Mods.Basic.Buffs;
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using SLSUtilities.General;
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namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 火球术:对指定目标造成主伤害并附加大量灼烧,对其余所有敌人造成溅射伤害并附加少量灼烧。
/// targetList[0] 为主目标,其余为溅射目标(由卡牌数据目标配置决定)。
/// </summary>
public class FireBall : CardLogicBase
{
private const string DAMAGE_MAIN = "Damage_Main";
private const string DAMAGE_OTHERS = "Damage_Others";
private const string BURN_STACK_MAIN = "Buff_Burn_Stack_Main";
private const string BURN_STACK_OTHERS = "Buff_Burn_Stack_Others";
private const string DISPLAY_DAMAGE_MAIN = "Display_Damage_Main";
private const string DISPLAY_DAMAGE_OTHERS = "Display_Damage_Others";
private AttackContext MainCtx => AttackContext.Default(card)
.WithDamageKeywords("Fire")
.WithBaseDamageAttribute(DAMAGE_MAIN);
private AttackContext OthersCtx => AttackContext.Default(card)
.WithDamageKeywords("Fire")
.WithBaseDamageAttribute(DAMAGE_OTHERS);
public override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_Attack>();
}
/// <summary>选中主目标时,更新主目标与溅射目标的伤害预览。</summary>
public override void TargetingEffect(CharacterBase target)
{
card.SetAttribute(DISPLAY_DAMAGE_MAIN, GetTargetedFinalDamage(target, MainCtx));
card.SetAttribute(DISPLAY_DAMAGE_OTHERS, GetNoTargetFinalDamage(OthersCtx));
}
/// <summary>取消选中时,以无目标模式刷新两套伤害预览。</summary>
public override void UntargetingEffect()
{
card.SetAttribute(DISPLAY_DAMAGE_MAIN, GetNoTargetFinalDamage(MainCtx));
card.SetAttribute(DISPLAY_DAMAGE_OTHERS, GetNoTargetFinalDamage(OthersCtx));
}
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
CharacterBase mainTarget = targetList[0];
return Cmd.Sequential(
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.Do(() =>
{
// 主目标:主伤害 + 大量灼烧
AttackContext mainCtx = MainCtx;
AttackTarget(mainTarget, GetTargetedFinalDamage(mainTarget, mainCtx), mainCtx);
CreateCharacterBuff<Burn>(GetAttribute(BURN_STACK_MAIN)).Apply(mainTarget, user, this);
// 溅射目标:溅射伤害 + 少量灼烧
AttackContext othersCtx = OthersCtx;
for (int i = 1; i < targetList.Count; i++)
{
CharacterBase other = targetList[i];
AttackTarget(other, GetTargetedFinalDamage(other, othersCtx), othersCtx);
CreateCharacterBuff<Burn>(GetAttribute(BURN_STACK_OTHERS)).Apply(other, user, this);
}
})
);
}
public override void ApplyAttributeChangesByCard()
{
// 主伤害:奥术加成写入 Damage_Main
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LogicComponent<CardLogicComponent_Attack>().SetDamage_Magic(DAMAGE_MAIN);
// 溅射伤害:魔法加成写入 Damage_Others数值由卡牌数据配置
LogicComponent<CardLogicComponent_Attack>().SetDamage_Magic(DAMAGE_OTHERS);
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}
}
}