using System.Collections.Generic; using Continentis.MainGame; using Continentis.MainGame.Base; 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 { /// /// 强酸箭矢:对单体目标先减少格挡,然后造成魔法伤害并施加腐蚀 Buff。 /// public class AcidArrow : CardLogicBase { private const string BLOCK_REDUCTION = "Block_Reduction"; private const string BUFF_CORROSION_STACK = "Buff_Corrosion_Stack"; private AttackContext PhysicsCtx => AttackContext.Default(card) .WithDamageKeywords(CardKeywords.Physics); 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, PhysicsCtx)); } /// 取消选中时以无目标模式刷新预览。 public override void UntargetingEffect() { card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(PhysicsCtx)); } public override CommandGroup PlayEffect(List targetList) { return ForEachTarget(targetList, target => Cmd.Sequential( new Cmd_PlayAnimation(user.characterView, "Attack"), Cmd.Do(() => { // 第一步:减少目标格挡,Clamp 至 0 target.ModifyAndClampAttribute(CharacterAttributes.Block, -GetAttribute(BLOCK_REDUCTION)); // 第二步:造成伤害并施加腐蚀 AttackContext ctx = PhysicsCtx; AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx); CreateCharacterBuff(GetAttribute(BUFF_CORROSION_STACK)).Apply(target, user, this); }) )); } public override void ApplyAttributeChangesByCard() { LogicComponent().SetDamage_Magic(); } } }