卡牌更新
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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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/// 狂乱爪击:对随机多个敌人(可重复)各造成一次物理伤害,
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/// 每次伤害同时施加流血 Buff。
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/// 卡牌数据需配置 targetCount(攻击次数),关键词需包含 AllowDuplicateTargets 和 TargetEnemies。
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/// </summary>
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public class FrenziedClawSlashes : CardLogicBase
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{
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private const string BUFF_BLEED_STACK = "Buff_Bleed_Stack";
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private AttackContext PhysicsCtx => AttackContext.Default(card)
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.WithDamageKeywords(CardKeywords.Physics);
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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>选中目标时更新伤害预览(单次伤害值)。</summary>
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public override void TargetingEffect(CharacterBase target)
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{
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card.SetAttribute("Display_Damage", GetTargetedFinalDamage(target, PhysicsCtx));
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}
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/// <summary>取消选中时以无目标模式刷新预览。</summary>
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public override void UntargetingEffect()
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{
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card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(PhysicsCtx));
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}
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public override CommandGroup PlayEffect(List<CharacterBase> targetList)
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{
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// targetList 由 SetRandomTargets + AllowDuplicateTargets 提供,可包含重复目标
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return Cmd.Sequential(
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new Cmd_PlayAnimation(user.characterView, "Attack"),
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ForEachTarget(targetList, target => Cmd.Sequential(
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Cmd.After(0.3f, () =>
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{
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AttackContext ctx = PhysicsCtx;
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AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx);
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CreateCharacterBuff<Bleed>(GetAttribute(BUFF_BLEED_STACK)).Apply(target, 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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LogicComponent<CardLogicComponent_Attack>().SetDamage_Physics();
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}
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}
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}
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