using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
///
/// 祈雨(专注):每回合开始时对全体友方(包括自身)回复少量生命值,持续若干回合。
/// 属于专注类 Buff,个数上限由 MaximumFocusingBuffAmount 决定;
/// 若已有相同 Buff 存在则直接替换,不叠加持续时间。
///
public class PrayingForRain : CharacterCombatBuffBase
{
private readonly int healAmount;
public PrayingForRain(int healAmount, int duration)
{
this.healAmount = healAmount;
Initialize(BuffType.Focusing, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("HealAmount", () => this.healAmount.ToString())
.AddParameterGetter("Count", () => roundCountSubmodule.remainingCount.ToString());
this.iconSubmodule = new IconSubmodule(this);
// 回合计数:框架每回合开始时自动 Update(),归零时移除 Buff
this.roundCountSubmodule = new CountSubmodule(this, duration);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onRoundStart.Add("PrayingForRain_HealAllies", new PrioritizedAction(() =>
{
List allies = CombatMainManager.Instance.characterController
.GetAllAllies(attachedCharacter, includeSelf: true);
foreach (CharacterBase ally in allies)
{
ally.Heal(this.healAmount);
}
}));
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
// 已有相同 Buff:直接替换(重置持续时间),不进行层数处理
if (FocusingCheck(out existingBuff))
{
existingBuff.roundCountSubmodule.Refresh(
roundCountSubmodule.maximumCount, keepMaximal: false);
return false;
}
return true;
}
}
}