using Continentis.MainGame.Character;
using UnityEngine;
namespace Continentis.MainGame.Card
{
public abstract partial class CardLogicBase_Attack : CardLogicBase
{
protected override void TargetingEffect(CharacterBase target)
{
SetAttribute("DisplayDamage", GetFinalDamage(target));
}
protected override void UntargetingEffect()
{
SetAttribute("DisplayDamage", GetAttribute("Damage"));
}
}
public abstract partial class CardLogicBase_Attack
{
///
/// 设置伤害值
///
/// 是否为叠加,true为叠加,false为覆盖
/// 原始伤害值,仅在additive为true时有效,否则被覆盖为BaseDamage
/// 伤害增量
protected void SetDamage(bool additive, int originalDamage, int damageOffset)
{
SetVariableAttribute("Damage", additive, originalDamage, damageOffset);
}
///
/// 斩击伤害计算,伤害=基础伤害+(力量加成+敏捷加成)/2
///
protected void SetDamage_Slash(bool additive = false, int originalDamage = 0)
{
float rawDamageOffsetFromStrength = user.GetRawAttribute("PhysicsDamageDealtOffsetFromStrength");
float rawDamageOffsetFromAgility = user.GetRawAttribute("PhysicsDamageDealtOffsetFromAgility");
SetDamage(additive, originalDamage, Mathf.RoundToInt((rawDamageOffsetFromStrength + rawDamageOffsetFromAgility) / 2f));
}
///
/// 打击伤害计算,伤害=基础伤害+力量加成
///
protected void SetDamage_Strike(bool additive = false, int originalDamage = 0)
{
int damageOffset = user.GetAttribute("PhysicsDamageDealtOffsetFromStrength");
SetDamage(additive, originalDamage, damageOffset);
}
///
/// 突刺伤害计算,伤害=基础伤害+敏捷加成
///
protected void SetDamage_Prick(bool additive = false, int originalDamage = 0)
{
int damageOffset = user.GetAttribute("PhysicsDamageDealtOffsetFromAgility");
SetDamage(additive, originalDamage, damageOffset);
}
///
/// 奥术伤害计算,伤害=基础伤害+智力加成
///
protected void SetDamage_Arcane(bool additive = false, int originalDamage = 0)
{
int damageOffset = user.GetAttribute("MagicDamageDealtOffsetFromIntelligence");
SetDamage(additive, originalDamage, damageOffset);
}
///
/// 契术伤害计算,伤害=基础伤害+魅力加成
///
protected void SetDamage_Sorcery(bool additive = false, int originalDamage = 0)
{
int damageOffset = user.GetAttribute("MagicDamageDealtOffsetFromCharisma");
SetDamage(additive, originalDamage, damageOffset);
}
}
}