卡牌更新
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@@ -9,12 +9,12 @@ namespace Continentis.MainGame.Card
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{
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protected override void TargetingEffect(CharacterBase target)
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{
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card.SetAttribute("DisplayDamage", mainLogic.GetTargetedFinalDamage(target));
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card.SetAttribute("Display_Damage", mainLogic.GetTargetedFinalDamage(target));
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}
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protected override void UntargetingEffect()
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{
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card.SetAttribute("DisplayDamage", mainLogic.GetNoTargetFinalDamage());
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card.SetAttribute("Display_Damage", mainLogic.GetNoTargetFinalDamage());
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}
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/// <summary>
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@@ -38,48 +38,20 @@ namespace Continentis.MainGame.Card
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}
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/// <summary>
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/// 斩击伤害计算,伤害=基础伤害+(力量加成+敏捷加成)/2
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/// 物理伤害计算,伤害=基础伤害+物理伤害加成
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/// </summary>
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public void SetDamage_Slash(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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public void SetDamage_Physics(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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{
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float rawDamageOffsetFromStrength = user.GetRawAttribute("OffsetFromStrength");
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float rawDamageOffsetFromAgility = user.GetRawAttribute("OffsetFromAgility");
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SetDamage(Mathf.RoundToInt((rawDamageOffsetFromStrength + rawDamageOffsetFromAgility) / 2f), damageAttributeName, additive, originalDamage);
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}
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/// <summary>
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/// 打击伤害计算,伤害=基础伤害+力量加成
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/// </summary>
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public void SetDamage_Strike(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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{
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int damageOffset = user.GetAttribute("OffsetFromStrength");
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SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
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}
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/// <summary>
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/// 突刺伤害计算,伤害=基础伤害+敏捷加成
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/// </summary>
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public void SetDamage_Prick(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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{
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int damageOffset = user.GetAttribute("OffsetFromAgility");
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int damageOffset = user.GetAttribute("PhysicsDamageDealtOffset");
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SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
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}
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/// <summary>
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/// 奥术伤害计算,伤害=基础伤害+智力加成
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/// 魔法伤害计算,伤害=基础伤害+魔法伤害加成
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/// </summary>
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public void SetDamage_Arcane(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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public void SetDamage_Magic(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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{
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int damageOffset = user.GetAttribute("OffsetFromIntelligence");
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SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
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}
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/// <summary>
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/// 契术伤害计算,伤害=基础伤害+魅力加成
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/// </summary>
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public void SetDamage_Sorcery(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0)
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{
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int damageOffset = user.GetAttribute("OffsetFromCharisma");
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int damageOffset = user.GetAttribute("MagicDamageDealtOffset");
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SetDamage(damageOffset, damageAttributeName, additive, originalDamage);
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}
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}
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@@ -10,15 +10,15 @@ namespace Continentis.MainGame.Card
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{
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if (card.HasAttribute("Block"))
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{
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card.SetAttribute("DisplayBlock", card.GetAttribute("Block"));
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card.SetAttribute("Display_Block", card.GetAttribute("Block"));
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}
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else if(card.HasAttribute("Dodge"))
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{
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card.SetAttribute("DisplayDodge", card.GetAttribute("Dodge"));
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card.SetAttribute("Display_Dodge", card.GetAttribute("Dodge"));
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}
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else if(card.HasAttribute("TemporaryHealth"))
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{
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card.SetAttribute("DisplayTemporaryHealth", card.GetAttribute("TemporaryHealth"));
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card.SetAttribute("Display_TemporaryHealth", card.GetAttribute("TemporaryHealth"));
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}
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}
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@@ -26,79 +26,34 @@ namespace Continentis.MainGame.Card
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{
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if (card.HasAttribute("Block"))
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{
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card.SetAttribute("DisplayBlock", card.GetAttribute("Block"));
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card.SetAttribute("Display_Block", card.GetAttribute("Block"));
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}
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else if(card.HasAttribute("Dodge"))
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{
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card.SetAttribute("DisplayDodge", card.GetAttribute("Dodge"));
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card.SetAttribute("Display_Dodge", card.GetAttribute("Dodge"));
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}
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else if(card.HasAttribute("TemporaryHealth"))
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{
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card.SetAttribute("DisplayTemporaryHealth", card.GetAttribute("TemporaryHealth"));
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card.SetAttribute("Display_TemporaryHealth", card.GetAttribute("TemporaryHealth"));
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}
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}
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/// <summary>
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/// 设置格挡值,默认由体质加成
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/// 设置格挡值,加成来自 BlockGainOffset
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/// </summary>
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public void SetBlock_Fortitude(bool additive = false, int originalBlock = 0)
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public void SetBlock(bool additive = false, int originalBlock = 0)
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{
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int blockOffsetFromPhysique = user.GetAttribute("OffsetFromPhysique");
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card.SetVariableAttribute("Block", blockOffsetFromPhysique, additive, originalBlock);
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int blockOffset = user.GetAttribute("BlockGainOffset");
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card.SetVariableAttribute("Block", blockOffset, additive, originalBlock);
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}
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/// <summary>
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/// 设置格挡值,由智力加成
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/// 设置闪避值,加成来自 DodgeGainOffset
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/// </summary>
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public void SetBlock_Arcane(bool additive = false, int originalBlock = 0)
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public void SetDodge(bool additive = false, int originalDodge = 0)
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{
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int blockOffsetFromIntelligence = user.GetAttribute("OffsetFromIntelligence");
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card.SetVariableAttribute("Block", blockOffsetFromIntelligence, additive, originalBlock);
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}
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/// <summary>
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/// 设置格挡值,由魅力加成
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/// </summary>
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public void SetBlock_Sorcery(bool additive = false, int originalBlock = 0)
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{
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int blockOffsetFromCharisma = user.GetAttribute("OffsetFromCharisma");
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card.SetVariableAttribute("Block", blockOffsetFromCharisma, additive, originalBlock);
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}
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/// <summary>
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/// 设置闪避值,由敏捷加成
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/// </summary>
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public void SetDodge_Swiftness(bool additive = false, int originalDodge = 0)
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{
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int dodgeOffsetFromAgility = user.GetAttribute("OffsetFromAgility");
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card.SetVariableAttribute("Dodge", dodgeOffsetFromAgility, additive, originalDodge);
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}
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/// <summary>
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/// 设置闪避值,由智力加成
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/// </summary>
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public void SetDodge_Arcane(bool additive = false, int originalDodge = 0)
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{
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int dodgeOffsetFromIntelligence = user.GetAttribute("OffsetFromIntelligence");
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card.SetVariableAttribute("Dodge", dodgeOffsetFromIntelligence, additive, originalDodge);
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}
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/// <summary>
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/// 设置闪避值,由魅力加成
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/// </summary>
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public void SetDodge_Sorcery(bool additive = false, int originalDodge = 0)
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{
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int dodgeOffsetFromCharisma = user.GetAttribute("OffsetFromCharisma");
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card.SetVariableAttribute("Dodge", dodgeOffsetFromCharisma, additive, originalDodge);
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}
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/// <summary>
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/// 设置闪避值,由感知加成
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/// </summary>
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public void SetDodge_Prediction(bool additive = false, int originalDodge = 0)
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{
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int dodgeOffsetFromPrediction = user.GetAttribute("OffsetFromPerception");
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card.SetVariableAttribute("Dodge", dodgeOffsetFromPrediction, additive, originalDodge);
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int dodgeOffset = user.GetAttribute("DodgeGainOffset");
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card.SetVariableAttribute("Dodge", dodgeOffset, additive, originalDodge);
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}
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/// <summary>
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@@ -7,12 +7,12 @@ namespace Continentis.MainGame.Card
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{
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protected override void TargetingEffect(CharacterBase target)
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{
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card.SetAttribute("DisplayLifeStealPercent", GetLifeStealPercent());
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card.SetAttribute("Display_LifeStealPercent", GetLifeStealPercent());
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}
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protected override void UntargetingEffect()
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{
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card.SetAttribute("DisplayLifeStealPercent", card.GetRawAttribute("LifeStealPercent"));
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card.SetAttribute("Display_LifeStealPercent", card.GetRawAttribute("LifeStealPercent"));
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}
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public float GetLifeStealPercent()
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@@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame.Commands;
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@@ -10,6 +11,7 @@ namespace Continentis.MainGame.Card
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public class CardLogicComponent_SelectCustomCards : CardLogicComponentBase
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{
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public List<CardInstance> selectedCards;
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public Action<CardInstance> selectEffect;
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/// <summary>
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/// 添加选择手牌的指令
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@@ -24,24 +26,16 @@ namespace Continentis.MainGame.Card
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selectedCards = new List<CardInstance>();
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CustomCardSelectionInterface customCardSelector = CombatUIManager.Instance.combatMainPage.customCardSelector;
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commandGroup.AddCommand(new Cmd_Function(() =>
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commandGroup.AddCommand(Cmd.Do(() =>
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{
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customCardSelector.Setup(title, mainLogic.card, cardsToSelect, maxSelection, forceMax);
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}));
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commandGroup.AddCommand(new Cmd_WaitForUI(customCardSelector));
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commandGroup.AddCommand(new Cmd_Function(() =>
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commandGroup.AddCommand(Cmd.Do(() =>
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{
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selectedCards = customCardSelector.selectedCards.ToList();
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selectedCards.ForEach(SelectEffect);
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selectedCards.ForEach(selectEffect);
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}));
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}
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/// <summary>
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/// 卡牌被选择后的效果
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/// </summary>
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public void SelectEffect(CardInstance card)
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{
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}
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}
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}
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@@ -41,7 +41,7 @@ namespace Continentis.MainGame.Card
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selectedCards = new List<CardInstance>();
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HandCardSelectionInterface handCardSelector = CombatUIManager.Instance.combatMainPage.handCardSelector;
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commandGroup.AddCommand(new Cmd_Function(() =>
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commandGroup.AddCommand(Cmd.Do(() =>
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{
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handCardSelector.Setup(title, mainLogic.card, maxSelection, selectCondition, forceMax);
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if (!includeTeam)
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@@ -51,7 +51,7 @@ namespace Continentis.MainGame.Card
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}
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}));
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commandGroup.AddCommand(new Cmd_WaitForUI(handCardSelector));
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commandGroup.AddCommand(new Cmd_Function(() =>
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commandGroup.AddCommand(Cmd.Do(() =>
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{
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selectedCards = handCardSelector.selectedCards.ToList();
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selectedCards.ForEach(selectEffect);
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