TH1/Unity/Assets/Scripts/TH1_Logic/Skill/AllSkill/KoakumaDevotionSkill.cs
2026-04-24 18:01:05 +08:00

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/*
* @Author: 白哉
* @Description:
* @Date: 2025年04月23日 星期三 21:04:18
* @Modify:
*/
using RuntimeData;
using System;
using TH1_Logic.Core;
using MemoryPack;
namespace Logic.Skill
{
public partial class KoakumaDevotionSkill : SkillBase
{
public bool FirstDevotion = true;
public KoakumaDevotionSkill()
{
IsPermanent = true;
TurnsLimit = 0;
}
public override void OnTurnStart(IdentifierBase identifier, MapData mapData)
{
FirstDevotion = true;
}
public override SkillType GetSkillType()
{
return SkillType.KOAKUMADEVOTION;
}
public override bool IsCanAttackAlly()
{
return true;
}
#region [------------------------------------------------------------------ AttackAlly ------------------------------------------------------------------]
// 具备 AttackAlly 能力
public override bool AttackAllyEnable(MapData mapData, UnitData self, UnitData target)
{
return true;
}
// 基础治疗量:固定 5
public override int AttackAllyBaseHeal(MapData mapData, UnitData self, UnitData target)
{
return 5;
}
// 治疗加成0
public override int AttackAllyHealAddition(MapData mapData, UnitData self, UnitData target)
{
return 0;
}
// 自身伤害5治疗友方的代价
public override int AttackAllySelfDamage(MapData mapData, UnitData self, UnitData target)
{
// 更新首次施法标记(兼容旧逻辑)
FirstDevotion = false;
return 5;
}
#endregion
}
}