卡牌更新
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using System.Collections.Generic;
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using Continentis.MainGame;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using Continentis.Mods.Basic.Buffs;
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using SLSFramework.General;
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namespace Continentis.Mods.Basic.Cards
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{
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/// <summary>
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/// 余烬打击:消耗一张手牌,对单体目标造成火焰伤害并施加灼烧 Buff。
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/// 若手牌中没有其他牌可消耗,跳过所有后续效果。
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/// </summary>
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public class CinderStrike : CardLogicBase
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{
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private const string BUFF_BURN_STACK = "Buff_Burn_Stack";
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private AttackContext FireCtx => AttackContext.Default(card)
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.WithDamageKeywords(CardKeywords.Fire);
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public override void SetUpLogicComponents()
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{
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AddLogicComponent<CardLogicComponent_Attack>();
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AddLogicComponent<CardLogicComponent_SelectHandCards>()
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.SetCondition(c => c != card)
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.SetEffect(c => CommandQueueManager.Instance.AddCommand(
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user.deckSubmodule.DiscardCard(c, true, 0f)));
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}
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/// <summary>选中目标时更新伤害预览。</summary>
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public override void TargetingEffect(CharacterBase target)
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{
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card.SetAttribute("Display_Damage", GetTargetedFinalDamage(target, FireCtx));
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}
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/// <summary>取消选中时以无目标模式刷新预览。</summary>
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public override void UntargetingEffect()
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{
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card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(FireCtx));
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}
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public override CommandGroup PlayEffect(List<CharacterBase> targetList)
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{
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// 手牌中(排除自身)没有可弃的牌,跳过所有后续效果
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if (user.deckSubmodule.HandPile.Exclude(card).Count == 0)
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{
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return Cmd.Sequential(new Cmd_PlayAnimation(user.characterView, "Attack"));
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}
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CommandGroup mainGroup = Cmd.Sequential(
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new Cmd_PlayAnimation(user.characterView, "Attack")
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);
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// 弹出手牌选择 UI,强制选择 1 张弃掉
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LogicComponent<CardLogicComponent_SelectHandCards>()
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.AddSelectionCommands(ref mainGroup, "Card_Basic_CinderStrike_SelectHandCards_Title".Localize(), 1, forceMax: true);
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// 弃牌完成后再造成伤害和灼烧
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mainGroup.AddCommand(Cmd.Do(() =>
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{
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foreach (CharacterBase target in targetList)
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{
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AttackContext ctx = FireCtx;
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AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx);
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CreateCharacterBuff<Burn>(GetAttribute(BUFF_BURN_STACK)).Apply(target, user, this);
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}
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}));
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return mainGroup;
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}
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public override void ApplyAttributeChangesByCard()
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{
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LogicComponent<CardLogicComponent_Attack>().SetDamage_Magic();
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}
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}
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}
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