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();
}
}
}