using System.Collections.Generic; using UnityEngine; namespace Wizard; public class AILifeLowerLimitInfo : AIBarrierInfoBase { public override AIBarrierType BarrierType => AIBarrierType.DamageClippingLifeLowerLimit; public AILifeLowerLimitInfo(AIDamageType damageType, AIBarrierStopTiming stopTiming) : base(0, damageType, stopTiming) { UpdateHash(); } public AILifeLowerLimitInfo(AIDamageType damageType, List stopTimingList) : base(0, damageType, stopTimingList) { UpdateHash(); } public override AIBarrierInfoBase Clone() { return new AILifeLowerLimitInfo(base.DamageType, base.StopTimingList); } public override bool IsShield() { return false; } protected override int CalcDamage(AIVirtualCard owner, int damage) { int b = owner.Life - 1; return Mathf.Min(damage, b); } }