using System.Collections.Generic; using Continentis.MainGame; using Continentis.MainGame.Card; using Continentis.MainGame.Character; using Continentis.MainGame.Commands; using Continentis.Mods.Basic.Buffs; using SLSUtilities.General; namespace Continentis.Mods.Basic.Cards { /// /// 冻伤:对单体目标造成冰属性伤害,并施加冻结和易伤 Buff。 /// public class Frostbite : CardLogicBase { private const string BUFF_FREEZE_COUNT = "Buff_Freeze_Count"; private const string BUFF_VULNERABLE_COUNT = "Buff_Vulnerable_Count"; private AttackContext IceCtx => AttackContext.Default(card) .WithDamageKeywords(CardKeywords.Ice); public override void SetUpLogicComponents() { AddLogicComponent(); } /// 选中目标时更新伤害预览。 public override void TargetingEffect(CharacterBase target) { card.SetAttribute("Display_Damage", GetTargetedFinalDamage(target, IceCtx)); } /// 取消选中时以无目标模式刷新预览。 public override void UntargetingEffect() { card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(IceCtx)); } public override CommandGroup PlayEffect(List targetList) { return ForEachTarget(targetList, target => Cmd.Sequential( new Cmd_PlayAnimation(user.characterView, "Attack"), Cmd.Do(() => { AttackContext ctx = IceCtx; AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx); CreateCharacterBuff(GetAttribute(BUFF_FREEZE_COUNT)).Apply(target, user, this); CreateCharacterBuff(GetAttribute(BUFF_VULNERABLE_COUNT)).Apply(target, user, this); }) )); } public override void ApplyAttributeChangesByCard() { LogicComponent().SetDamage_Magic(); } } }