更新
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84
Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs
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84
Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs
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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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/// 火球术:对指定目标造成主伤害并附加大量灼烧,对其余所有敌人造成溅射伤害并附加少量灼烧。
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/// targetList[0] 为主目标,其余为溅射目标(由卡牌数据目标配置决定)。
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/// </summary>
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public class FireBall : CardLogicBase
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{
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private const string DAMAGE_MAIN = "Damage_Main";
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private const string DAMAGE_OTHERS = "Damage_Others";
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private const string BURN_STACK_MAIN = "Buff_Burn_Stack_Main";
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private const string BURN_STACK_OTHERS = "Buff_Burn_Stack_Others";
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private const string DISPLAY_DAMAGE_MAIN = "Display_Damage_Main";
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private const string DISPLAY_DAMAGE_OTHERS = "Display_Damage_Others";
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private AttackContext MainCtx => AttackContext.Default(card)
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.WithDamageKeywords("Fire")
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.WithBaseDamageAttribute(DAMAGE_MAIN);
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private AttackContext OthersCtx => AttackContext.Default(card)
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.WithDamageKeywords("Fire")
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.WithBaseDamageAttribute(DAMAGE_OTHERS);
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public override void SetUpLogicComponents()
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{
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AddLogicComponent<CardLogicComponent_Attack>();
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}
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/// <summary>选中主目标时,更新主目标与溅射目标的伤害预览。</summary>
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public override void TargetingEffect(CharacterBase target)
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{
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card.SetAttribute(DISPLAY_DAMAGE_MAIN, GetTargetedFinalDamage(target, MainCtx));
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card.SetAttribute(DISPLAY_DAMAGE_OTHERS, GetNoTargetFinalDamage(OthersCtx));
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}
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/// <summary>取消选中时,以无目标模式刷新两套伤害预览。</summary>
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public override void UntargetingEffect()
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{
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card.SetAttribute(DISPLAY_DAMAGE_MAIN, GetNoTargetFinalDamage(MainCtx));
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card.SetAttribute(DISPLAY_DAMAGE_OTHERS, GetNoTargetFinalDamage(OthersCtx));
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}
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public override CommandGroup PlayEffect(List<CharacterBase> targetList)
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{
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CharacterBase mainTarget = targetList[0];
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return Cmd.Sequential(
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new Cmd_PlayAnimation(user.characterView, "Attack"),
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Cmd.Do(() =>
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{
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// 主目标:主伤害 + 大量灼烧
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AttackContext mainCtx = MainCtx;
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AttackTarget(mainTarget, GetTargetedFinalDamage(mainTarget, mainCtx), mainCtx);
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CreateCharacterBuff<Burn>(GetAttribute(BURN_STACK_MAIN)).Apply(mainTarget, user, this);
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// 溅射目标:溅射伤害 + 少量灼烧
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AttackContext othersCtx = OthersCtx;
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for (int i = 1; i < targetList.Count; i++)
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{
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CharacterBase other = targetList[i];
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AttackTarget(other, GetTargetedFinalDamage(other, othersCtx), othersCtx);
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CreateCharacterBuff<Burn>(GetAttribute(BURN_STACK_OTHERS)).Apply(other, user, this);
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}
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})
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);
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}
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public override void ApplyAttributeChangesByCard()
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{
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// 主伤害:奥术加成写入 Damage_Main
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LogicComponent<CardLogicComponent_Attack>().SetDamage_Arcane(DAMAGE_MAIN);
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// 溅射伤害:奥术加成写入 Damage_Others(数值由卡牌数据配置)
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LogicComponent<CardLogicComponent_Attack>().SetDamage_Arcane(DAMAGE_OTHERS);
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}
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}
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}
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