using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Testing.ItemEffects { public class 技能硬直时间减少 : Effect { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"减少角色的所有主动技能 {实际硬直时间减少:0.##} 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : ""); public override EffectType EffectType => EffectType.Item; public override bool TargetSelf => true; public Item? Item { get; } private readonly double 实际硬直时间减少 = 2; public override void OnEffectGained(Character character) { foreach (Skill s in character.Skills) { s.HardnessTime -= 实际硬直时间减少; } foreach (Skill? s in character.Items.Select(i => i.Skills.Active)) { if (s != null) s.HardnessTime -= 实际硬直时间减少; } } public override void OnEffectLost(Character character) { foreach (Skill s in character.Skills) { s.HardnessTime += 实际硬直时间减少; } foreach (Skill? s in character.Items.Select(i => i.Skills.Active)) { if (s != null) s.HardnessTime += 实际硬直时间减少; } } public 技能硬直时间减少(Skill skill, double reduce, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; 实际硬直时间减少 = reduce; Source = source; Item = item; } } }