using System;
using Cielonos.MainGame.Characters;
using SLSUtilities.General;
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
///
/// 过载电池 / Overload Battery
/// 过载完成时,下一次【突破等级:重】攻击造成的伤害增加 50%。
///
public class OverloadBattery : PassiveEquipmentBase
{
private bool _isBuffActive = false;
public override void OnObtained()
{
// 直接订阅由 OverloadSubmodule 抛出的满溢满充爆气事件
if (overloadSm != null)
{
overloadSm.OnTriggered += TriggerOverloadEffect;
}
}
public void TriggerOverloadEffect()
{
// 挂载增伤 Buff
_isBuffActive = true;
// 为下一次攻击进行截流修饰(利用上一个阶段优化提升完毕的 EventSubmodule 架构)
Action onStartAttack = OnStartAttack;
if (!player.eventSm.onStartAttack.ContainsKey("OverloadBattery"))
{
player.eventSm.onStartAttack.Add("OverloadBattery", onStartAttack.ToPrioritized());
MainGameManager.BaseCollection.InfoText().Spawn(player.centerPosition, "Overload Battery Boost").SetScale(0.5f);
}
}
private void OnStartAttack(AttackAreaBase attackArea, CharacterBase target, Attack.Context attackContext)
{
if (!_isBuffActive) return;
// 拦截检查:必须是重突破等级(BreakthroughType.Heavy)
// 如果不是重攻击,我们就避让不进行任何修饰,且不消耗掉 Buff 的开启状态
if (attackContext.value.breakthroughType != Breakthrough.Type.Heavy) return;
// 最终伤害提升 50%。上个方案中我们留下了 damageMultiplier,天然完美支持翻倍操作。
attackContext.value.damageMultiplier += 0.5f;
_isBuffActive = false;
// "一次性"触发,修饰完毕后从玩家的攻击起手事件池里销毁自身,不沾染下一次无关的攻击。
player.eventSm.onStartAttack.Remove("OverloadBattery");
}
public override void OnDiscarded()
{
base.OnDiscarded();
player.eventSm.onStartAttack.Remove("OverloadBattery");
if (overloadSm != null)
{
overloadSm.OnTriggered -= TriggerOverloadEffect;
}
}
}
}