57 lines
2.3 KiB
C#
57 lines
2.3 KiB
C#
using System.Collections.Generic;
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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 SLSFramework.General;
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using UnityEngine;
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namespace Continentis.Mods.Basic.Cards
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{
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public class ArcaneMissiles : CardLogicBase
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{
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protected override void SetUpLogicComponents()
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{
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AddLogicComponent<CardLogicComponent_Attack>();
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}
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protected override List<CommandBase> PlayEffect(List<CharacterBase> targetList)
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{
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base.PlayEffect(targetList);
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List<CommandBase> templates = new List<CommandBase>();
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templates.Add(new Cmd_PlayAnimation(user.characterView, "Attack"));
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for (int i = 0; i < GetAttribute("AttackCount"); i++) //多段攻击(段数可变)情况的处理
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{
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templates.Add(new Cmd_ParamFunction<CharacterBase>(0.4f, target =>
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{
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user.Attack(target, GetFinalDamage(target));
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Debug.Log("攻击命令触发");
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}));
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}
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CommandGroup occupiedGroup = new CommandGroup(ExecutionMode.Sequential, new Cmd_Function(1, ()=>
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{
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(() =>
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{
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Debug.Log("插队指令,等待动画播放完毕");
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}), false);
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}));
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CommandGroup mainGroup = TargetListCommandGroup(targetList, ExecutionMode.Sequential, ExecutionMode.Sequential, templates.ToArray());
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CommandGroup finalGroup = new CommandGroup(ExecutionMode.Sequential, new Cmd_Function(()=>
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{
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Debug.Log("不插队指令");
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}));
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CommandGroup firstGroup = new CommandGroup(ExecutionMode.Sequential, new Cmd_Function(()=>
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{
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Debug.Log("插队指令,抽牌");
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}), new Cmd_DrawCards(user.deckSubmodule, 1));
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firstGroup.insertAtFirst = true;
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return new List<CommandBase> { occupiedGroup, mainGroup, finalGroup, firstGroup };
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}
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public override void ApplyAttributeChangesByCard()
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{
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LogicComponent<CardLogicComponent_Attack>().SetDamage_Arcane();
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}
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}
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} |