using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
///
/// 盾牌猛击(ShieldSlam):
/// 对单体造成等同于当前格挡值的物理伤害,并消耗自身一半的格挡。
///
public class ShieldSlam : CardLogicBase
{
private AttackContext PhysicsCtx => AttackContext.Default(card).WithDamageKeywords("Physics");
private float Block => user?.GetAttribute("Block") ?? 0;
public override void SetUpLogicComponents()
{
AddLogicComponent();
}
public override void TargetingEffect(CharacterBase target)
{
if (user != null) card.SetAttribute("Damage", Block);
card.SetAttribute("Display_Damage", GetTargetedFinalDamage(target, PhysicsCtx));
}
public override void UntargetingEffect()
{
if (user != null) card.SetAttribute("Damage", Block);
card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(PhysicsCtx));
}
public override CommandGroup PlayEffect(List targetList)
{
CommandGroup mainGroup = new CommandGroup();
mainGroup.AddCommand(ForEachTarget(targetList, target => Cmd.Sequential(
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.Do(() =>
{
// 在造成伤害前,强制按当前的 Block 更新一下基础伤害,避免状态延迟带来的数值偏差
if (user != null) card.SetAttribute("Damage", Block);
AttackContext physCtx = PhysicsCtx;
AttackTarget(target, GetTargetedFinalDamage(target, physCtx), physCtx);
})
)));
// 格挡削减放置于 ForEachTarget 循环之外,保证无论造成几次伤害、目标有几个,消耗仅仅执行一次
mainGroup.AddCommand(Cmd.Do(() =>
{
if (user != null && Block > 0)
{
int blockToConsume = Mathf.FloorToInt(Block / 2f);
user.ModifyAndClampAttribute(CharacterAttributes.Block, -blockToConsume);
}
}));
return mainGroup;
}
public override void ApplyAttributeChangesByCard()
{
if (user != null)
{
card.SetAttribute("Damage", Block);
}
LogicComponent().SetDamage_Physics();
}
}
}