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 { /// /// 火焰射线:选择 3 次目标(可重复),对每个选中的目标造成火焰伤害并施加灼烧 Buff。 /// 卡牌数据需配置 targetCount = 3,关键词需包含 AllowDuplicateTargets 和 TargetEnemies。 /// public class FireRays : CardLogicBase { private const string BUFF_BURN_STACK = "Buff_Burn_Stack"; private AttackContext FireCtx => AttackContext.Default(card) .WithDamageKeywords("Fire"); 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, FireCtx)); } /// 取消选中时以无目标模式刷新预览。 public override void UntargetingEffect() { card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(FireCtx)); } public override CommandGroup PlayEffect(List targetList) { // targetList 可包含重复目标(由多目标选择系统传入) return Cmd.Sequential( new Cmd_PlayAnimation(user.characterView, "Attack"), ForEachTarget(targetList, target => Cmd.Do(() => { AttackContext ctx = FireCtx; AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx); int burnStacks = GetAttribute(BUFF_BURN_STACK); CreateCharacterBuff(burnStacks).Apply(target, user, this); })) ); } public override void ApplyAttributeChangesByCard() { LogicComponent().SetDamage_Magic(); } } }