using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects { public class 封技 : Effect { public override long Id => 4103; public override string Name => "封技"; public override string Description => $"此角色被封技了,不能使用技能(魔法、战技和爆发技)。来自:[ {Source} ] 的 [ {Skill.Name} ]"; public override EffectType EffectType => EffectType.Silence; public override Character Source => _sourceCharacter; public override bool Durative => _durative; public override double Duration => _duration; public override int DurationTurn => _durationTurn; private readonly Character _sourceCharacter; private readonly bool _durative; private readonly double _duration; private readonly int _durationTurn; public 封技(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill) { GamingQueue = skill.GamingQueue; _sourceCharacter = sourceCharacter; _durative = durative; _duration = duration; _durationTurn = durationTurn; } public override void OnEffectGained(Character character) { if (_durative) RemainDuration = Duration; else RemainDurationTurn = DurationTurn; AddEffectStatesToCharacter(character, [CharacterState.SkillRestricted]); InterruptCasting(character, Source); } public override void OnEffectLost(Character character) { RemoveEffectStatesFromCharacter(character); } } }