Files
tcg-client/Assets/TcgEngine/Scripts/Effects/EffectDamage.cs
2025-09-02 16:20:42 +08:00

111 lines
3.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TcgEngine.Gameplay;
namespace TcgEngine
{
/// <summary>
/// Effect that damages a card or a player (lose hp)
/// </summary>
[CreateAssetMenu(fileName = "effect", menuName = "TcgEngine/Effect/Damage", order = 10)]
public class EffectDamage : EffectData
{
[Header("伤害设置")]
public TraitData bonus_damage;
[Header("半血翻倍")]
public bool double_damage_on_half_hp = false; // 当目标生命值低于50%时伤害翻倍
[Header("击杀触发")]
public AbilityData kill_trigger_ability = null; // 击杀后触发的技能
public override void DoEffect(GameLogic logic, AbilityData ability, Card caster, Player target)
{
int damage = GetDamage(logic.GameData, caster, ability.value);
logic.DamagePlayer(caster, target, damage);
}
public override void DoEffect(GameLogic logic, AbilityData ability, Card caster, Card target)
{
int damage = GetDamageWithHalfHpBonus(logic.GameData, caster, ability.value, target);
// 是否可以击杀
int target_hp_before = target != null ? target.GetHP() : 0;
bool will_kill = target != null && target_hp_before <= damage;
// 无敌状态
if (target.HasStatus(StatusType.Invincibility))
{
will_kill = false;
}
// 免疫伤害
if (target.HasStatus(StatusType.Shell))
{
Debug.Log("目标处于贝壳状态,免疫本次伤害");
will_kill = false;
}
int armor_reduction = 0;
int damageBeforeArmor = 0;
// 护甲状态
if (target.HasStatus(StatusType.Armor))
{
armor_reduction = target.GetStatusValue(StatusType.Armor);
damageBeforeArmor = Mathf.Max(0, damage - armor_reduction);
if (damageBeforeArmor > 0)
{
will_kill = false;
}
}
// 造成伤害
logic.DamageCard(caster, target, damage, true);
// 如果击杀了目标且配置了击杀触发技能,则触发技能
if (will_kill && target != null && kill_trigger_ability != null)
{
Debug.Log("满足击杀条件");
TriggerKillAbility(logic, caster, target);
}
}
private int GetDamage(Game data, Card caster, int value)
{
Player player = data.GetPlayer(caster.player_id);
int damage = value + caster.GetTraitValue(bonus_damage) + player.GetTraitValue(bonus_damage);
return damage;
}
private int GetDamageWithHalfHpBonus(Game data, Card caster, int value, Card target)
{
int damage = GetDamage(data, caster, value);
// 半血伤害翻倍
if (double_damage_on_half_hp && target != null)
{
int current_hp = target.GetHP();
int max_hp = target.CardData.hp;
float hp_percentage = (float)current_hp / max_hp;
if (hp_percentage <= 0.5f) // 生命值低于等于50%
{
damage *= 2;
}
}
return damage;
}
private void TriggerKillAbility(GameLogic logic, Card caster, Card killed_target)
{
if (kill_trigger_ability != null && caster != null)
{
Debug.Log("触发击杀钩子");
logic.TriggerAbilityDelayed(kill_trigger_ability, caster, killed_target);
}
}
}
}