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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 SLSFramework.General;
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using UnityEngine;
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namespace Continentis.Mods.Basic.Buffs
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{
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/// <summary>
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/// 光耀印记:使目标的物理攻击卡每段伤害额外造成 {Stack} 点伤害。
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/// 本回合结束时移除。
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/// </summary>
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public sealed class MarkOfRadiance : CharacterCombatBuffBase
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{
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public MarkOfRadiance(int stack)
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{
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Initialize(BuffType.Positive, BuffDispelLevel.Basic);
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contentSubmodule = new ContentSubmodule(this)
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.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString())
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.AddParameterGetter("Count", () => roundCountSubmodule.remainingCount.ToString());
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iconSubmodule = new IconSubmodule(this);
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unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
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// 行动结束时移除(本回合 Buff)
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roundCountSubmodule = new CountSubmodule(this, 1);
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eventSubmodule = new EventSubmodule(this);
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eventSubmodule.onDealAttack.Add("MarkOfRadiance", new PrioritizedAction<AttackResult>(OnDealAttack));
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}
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public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
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{
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MainGameManager.Instance.basePrefabs.GenerateInfoText(
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contentSubmodule.displayName, attachedCharacter.characterView);
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if (FindExistingSameBuff(out existingBuff))
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{
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existingBuff.unitedStackSubmodule.AddStack(unitedStackSubmodule.stackAmount);
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existingBuff.roundCountSubmodule.PickHigherCount(roundCountSubmodule);
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return false;
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}
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return true;
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}
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private void OnDealAttack(AttackResult atkRes)
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{
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// 响应式/生命移除/反弹伤害不触发
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if (atkRes.context.HasAnyTag(AttackTags.Reactive, AttackTags.HpRemoval, AttackTags.Reflected))
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{
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return;
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}
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// 仅对物理攻击卡生效
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if (atkRes.attackCard == null) return;
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if (atkRes.attackCard.contentSubmodule.cardType != CardType.Attack) return;
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if (!atkRes.attackCard.HasKeyword("Physics")) return;
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int bonusDamage = unitedStackSubmodule.stackAmount;
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var ctx = AttackContext.Default(atkRes.attackCard).WithTag(AttackTags.Reactive);
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EnqueueReaction(Cmd.Do(() => {
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attachedCharacter.Attack(atkRes.target, bonusDamage, ctx);
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}));
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}
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}
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}
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