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 { /// /// 狂乱爪击:对随机多个敌人(可重复)各造成一次物理伤害, /// 每次伤害同时施加流血 Buff。 /// 卡牌数据需配置 targetCount(攻击次数),关键词需包含 AllowDuplicateTargets 和 TargetEnemies。 /// public class FrenziedClawSlashes : CardLogicBase { private const string BUFF_BLEED_STACK = "Buff_Bleed_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(单次伤害值)。 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) { // targetList 由 SetRandomTargets + AllowDuplicateTargets 提供,可包含重复目标 return Cmd.Sequential( new Cmd_PlayAnimation(user.characterView, "Attack"), ForEachTarget(targetList, target => Cmd.Sequential( Cmd.After(0.3f, () => { AttackContext ctx = PhysicsCtx; AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx); CreateCharacterBuff(GetAttribute(BUFF_BLEED_STACK)).Apply(target, user, this); }) )) ); } public override void ApplyAttributeChangesByCard() { LogicComponent().SetDamage_Physics(); } } }