2025-07-17 18:26:28 +08:00

60 lines
1.4 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年04月23日 星期三 21:04:18
* @Modify:
*/
using RuntimeData;
using System;
using UnityEngine;
namespace Logic.Skill
{
[Serializable]
public class PowerUpSkill : SkillBase
{
// 攻击增加系数
[SerializeField]private float _attackIncrease;
// 本回合攻击标记
[SerializeField]private bool _attackMark;
// 上回合攻击标记
[SerializeField]private bool _lastAttackMark;
public PowerUpSkill()
{
IsPermanent = true;
TurnsLimit = 0;
Score = 4;
_lastAttackMark = true;
}
public override SkillType GetSkillType()
{
return SkillType.POWERUP;
}
public override void OnTurnStart(UnitData self, MapData mapData)
{
if (_attackMark) _lastAttackMark = true;
_attackMark = false;
}
public override void OnDamageOther(MapData mapData, SettlementInfo info)
{
if (info == null) return;
if (info.DamageType != DamageType.ActiveAttack) return;
if (info.DamageOrigin == null || info.DamageTarget == null) return;
_attackMark = true;
}
public override float GetExtraAttack(UnitData self, MapData mapData)
{
if (_lastAttackMark) return 1f;
return 2f;
}
}
}