using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using Continentis.Mods.Basic.Buffs;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
///
/// 炎枪术:先削减目标的格挡值,再对目标造成大量火焰伤害并施加灼烧 Buff。
/// 格挡削减不受伤害加成影响,直接扣减固定值。
///
public class FlameSpear : CardLogicBase
{
private const string BLOCK_REDUCTION = "Block_Reduction";
private const string BUFF_BURN_STACK = "Buff_Burn_Stack";
private AttackContext FireCtx => AttackContext.Default(card)
.WithDamageKeywords("Fire");
public override void SetUpLogicComponents()
{
AddLogicComponent();
}
/// 选中目标时更新伤害预览。
public override void TargetingEffect(CharacterBase target)
{
card.SetAttribute("Display_Damage", GetTargetedFinalDamage(target, FireCtx));
}
/// 取消选中时以无目标模式刷新预览。
public override void UntargetingEffect()
{
card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(FireCtx));
}
public override CommandGroup PlayEffect(List targetList)
{
return ForEachTarget(targetList, target => Cmd.Sequential(
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.Do(() =>
{
// 削减格挡(直接扣减,不受任何加成影响)
int blockReduce = GetAttribute(BLOCK_REDUCTION);
int actualReduce = target.ModifyAndClampAttribute("Block", -blockReduce);
target.characterView.hudContainer.UpdateAllHUD();
//Debug.Log($"[FlameSpear] 削减 {target.data.displayName} 的格挡 {actualReduce} 点。");
// 火焰伤害
AttackContext ctx = FireCtx;
AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx);
// 灼烧
int burnStacks = GetAttribute(BUFF_BURN_STACK);
CreateCharacterBuff(burnStacks).Apply(target, user, this);
})
));
}
public override void ApplyAttributeChangesByCard()
{
LogicComponent().SetDamage_Magic();
}
}
}