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

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2026-04-08 04:48:35 -04:00
using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Base;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using Continentis.Mods.Basic.Buffs;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 强酸箭矢:对单体目标先减少格挡,然后造成魔法伤害并施加腐蚀 Buff。
/// </summary>
public class AcidArrow : CardLogicBase
{
private const string BLOCK_REDUCTION = "Block_Reduction";
private const string BUFF_CORROSION_STACK = "Buff_Corrosion_Stack";
private AttackContext PhysicsCtx => AttackContext.Default(card)
.WithDamageKeywords(CardKeywords.Physics);
public override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_Attack>();
}
/// <summary>选中目标时更新伤害预览。</summary>
public override void TargetingEffect(CharacterBase target)
{
card.SetAttribute("Display_Damage", GetTargetedFinalDamage(target, PhysicsCtx));
}
/// <summary>取消选中时以无目标模式刷新预览。</summary>
public override void UntargetingEffect()
{
card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(PhysicsCtx));
}
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Sequential(
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.Do(() =>
{
// 第一步减少目标格挡Clamp 至 0
target.ModifyAndClampAttribute(CharacterAttributes.Block, -GetAttribute(BLOCK_REDUCTION));
// 第二步:造成伤害并施加腐蚀
AttackContext ctx = PhysicsCtx;
AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx);
CreateCharacterBuff<Corrosion>(GetAttribute(BUFF_CORROSION_STACK)).Apply(target, user, this);
})
));
}
public override void ApplyAttributeChangesByCard()
{
LogicComponent<CardLogicComponent_Attack>().SetDamage_Magic();
}
}
}