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 { /// /// 炽焰斩:对目标造成物理斩击伤害、火焰伤害,并施加灼烧 Buff。 /// 两次伤害分别走独立的属性修正通道,卡牌关键词仅作标记用途。 /// public class SearingSlash : CardLogicBase { private const string DAMAGE_PHYSICS = "Damage_Physics"; private const string DAMAGE_FIRE = "Damage_Fire"; private const string BUFF_BURN_STACK = "Buff_Burn_Stack"; private AttackContext PhysicsCtx => AttackContext.Default(card) .WithDamageKeywords("Physics") .WithBaseDamageAttribute(DAMAGE_PHYSICS); private AttackContext FireCtx => AttackContext.Default(card) .WithDamageKeywords("Fire") .WithBaseDamageAttribute(DAMAGE_FIRE); public override void SetUpLogicComponents() { AddLogicComponent(); } /// /// 选中目标时更新两种伤害的预览数值。 /// public override void TargetingEffect(CharacterBase target) { card.SetAttribute("Display_Damage_Physics", GetTargetedFinalDamage(target, PhysicsCtx)); card.SetAttribute("Display_Damage_Fire", GetTargetedFinalDamage(target, FireCtx)); } /// /// 取消选中目标时,以无目标模式重新计算预览数值。 /// public override void UntargetingEffect() { card.SetAttribute("Display_Damage_Physics", GetNoTargetFinalDamage(PhysicsCtx)); card.SetAttribute("Display_Damage_Fire", GetNoTargetFinalDamage(FireCtx)); } public override CommandGroup PlayEffect(List targetList) { return ForEachTarget(targetList, target => Cmd.Sequential( new Cmd_PlayAnimation(user.characterView, "Attack"), Cmd.Do(() => { AttackContext physCtx = PhysicsCtx; AttackTarget(target, GetTargetedFinalDamage(target, physCtx), physCtx); AttackContext fireCtx = FireCtx; AttackTarget(target, GetTargetedFinalDamage(target, fireCtx), fireCtx); int burnStacks = GetAttribute(BUFF_BURN_STACK); CreateCharacterBuff(burnStacks).Apply(target, user, this); }) )); } public override void ApplyAttributeChangesByCard() { LogicComponent().SetDamage_Physics(DAMAGE_PHYSICS); LogicComponent().SetDamage_Default(DAMAGE_FIRE); } } }