除了充盈都做完了
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@@ -1,16 +1,50 @@
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using System.Collections.Generic;
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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 SLSFramework.General;
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using UnityEngine;
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public class UtmostStrike : MonoBehaviour
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namespace Continentis.Mods.Basic.Cards
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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public class UtmostStrike : CardLogicBase
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{
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protected override void SetUpLogicComponents()
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{
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AddLogicComponent<CardLogicComponent_Attack>();
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AddLogicComponent<CardLogicComponent_SelectHandCards>().SetCondition(SelectCondition).SetEffect(SelectEffect);
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}
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protected override CommandBase PlayEffect(List<CharacterBase> targetList)
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{
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CommandGroup mainGroup = TargetListCommandGroup(targetList,
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new Cmd_PlayAnimation(user.characterView, "Attack"),
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new Cmd_PlaySFX("SFX_Basic_SwordStrike"),
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new Cmd_SpawnVFX("VFX_Basic_RedImpact"),
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new Cmd_ParamFunction<CharacterBase>(target =>
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{
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user.Attack(target, GetFinalDamage(target));
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})); //对目标造成伤害
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LogicComponent<CardLogicComponent_SelectHandCards>().AddSelectionCommands(ref mainGroup);
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return mainGroup;
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}
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public override void ApplyAttributeChangesByCard()
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{
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LogicComponent<CardLogicComponent_Attack>().SetDamage_Slash();
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}
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private bool SelectCondition(CardInstance card)
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{
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return card.cardLogic.contentSubmodule.cardType is not CardType.Attack;
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}
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private void SelectEffect(CardInstance card)
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{
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CommandQueueManager.Instance.AddCommand(user.deckSubmodule.DiscardCard(card, true), new CommandContext());
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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}
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