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(); } } }