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();
}
}
}