2025-09-03 20:57:12 +08:00

53 lines
1.3 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年04月23日 星期三 21:04:18
* @Modify:
*/
using System.Collections.Generic;
using RuntimeData;
using System;
using MemoryPack;
namespace Logic.Skill
{
[Serializable]
[MemoryPackable]
public partial class LuckSkill : SkillBase
{
public LuckSkill()
{
IsPermanent = true;
TurnsLimit = 0;
Score = 4;
}
public override SkillType GetSkillType()
{
return SkillType.LUCK;
}
public override void OnTurnStart(UnitData self, MapData mapData)
{
if (!mapData.GetGridDataByUnitId(self.Id, out var targetGrid)) return;
var roundGrid = mapData.GridMap.GetAroundGridData(1, 1, targetGrid);
var hasBuffUnit = new HashSet<UnitData>();
foreach (var grid in roundGrid)
{
if (!mapData.GetUnitDataByGid(grid.Id, out var unit)) continue;
hasBuffUnit.Add(unit);
unit.AddSkill(SkillType.CRITICAL);
}
foreach (var unit in mapData.UnitMap.UnitList)
{
if (hasBuffUnit.Contains(unit)) continue;
unit.RemoveSkill(SkillType.CRITICAL);
}
}
}
}