using UnityEngine; namespace Card { public static class EffectHandler { public static void Execute(EffectData effect, CardContext context) { switch (effect.type) { case EffectType.Damage: context.Target.TakeDamage(effect.value); break; case EffectType.Heal: context.Target.Heal(effect.value); break; case EffectType.DrawCard: context.Player.Draw(effect.value); break; case EffectType.AddBuff: //TODO:context.Target.AddBuff(effect.value); break; default: Debug.LogWarning($"未知效果类型: {effect.type}"); break; } } } }