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(); } } }