76 lines
2.7 KiB
C#
76 lines
2.7 KiB
C#
using System.Collections.Generic;
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using Continentis.MainGame;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Continentis.Mods.Basic.Cards
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{
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/// <summary>
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/// 盾牌猛击(ShieldSlam):
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/// 对单体造成等同于当前格挡值的物理伤害,并消耗自身一半的格挡。
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/// </summary>
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public class ShieldSlam : CardLogicBase
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{
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private AttackContext PhysicsCtx => AttackContext.Default(card).WithDamageKeywords("Physics");
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private float Block => user?.GetAttribute("Block") ?? 0;
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public override void SetUpLogicComponents()
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{
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AddLogicComponent<CardLogicComponent_Attack>();
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}
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public override void TargetingEffect(CharacterBase target)
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{
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if (user != null) card.SetAttribute("Damage", Block);
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card.SetAttribute("Display_Damage", GetTargetedFinalDamage(target, PhysicsCtx));
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}
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public override void UntargetingEffect()
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{
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if (user != null) card.SetAttribute("Damage", Block);
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card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(PhysicsCtx));
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}
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public override CommandGroup PlayEffect(List<CharacterBase> targetList)
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{
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CommandGroup mainGroup = new CommandGroup();
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mainGroup.AddCommand(ForEachTarget(targetList, target => Cmd.Sequential(
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new Cmd_PlayAnimation(user.characterView, "Attack"),
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Cmd.Do(() =>
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{
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// 在造成伤害前,强制按当前的 Block 更新一下基础伤害,避免状态延迟带来的数值偏差
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if (user != null) card.SetAttribute("Damage", Block);
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AttackContext physCtx = PhysicsCtx;
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AttackTarget(target, GetTargetedFinalDamage(target, physCtx), physCtx);
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})
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)));
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// 格挡削减放置于 ForEachTarget 循环之外,保证无论造成几次伤害、目标有几个,消耗仅仅执行一次
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mainGroup.AddCommand(Cmd.Do(() =>
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{
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if (user != null && Block > 0)
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{
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int blockToConsume = Mathf.FloorToInt(Block / 2f);
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user.ModifyAndClampAttribute(CharacterAttributes.Block, -blockToConsume);
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}
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}));
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return mainGroup;
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}
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public override void ApplyAttributeChangesByCard()
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{
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if (user != null)
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{
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card.SetAttribute("Damage", Block);
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}
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LogicComponent<CardLogicComponent_Attack>().SetDamage_Physics();
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}
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}
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}
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