using Milimoe.FunGame.Core.Entity; using Oshima.FunGame.OshimaModules.Effects.OpenEffects; namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { public class 提升友方行动速度 : Effect { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"提升目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}友方角色 {SPD:0.##} 点行动速度 {持续时间}。"; private double SPD => Level > 0 ? Math.Abs(基础数值速度 + 基础速度等级成长 * (Level - 1)) : Math.Abs(基础数值速度); private double 基础数值速度 { get; set; } = 65; private double 基础速度等级成长 { get; set; } = 25; private string 持续时间 => _durative && _duration > 0 ? _duration + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? _durationTurn + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}"); private readonly bool _durative; private readonly double _duration; private readonly int _durationTurn; public 提升友方行动速度(Skill skill, double 基础数值速度, double 基础速度等级成长, bool durative = true, double duration = 40, int durationTurn = 0) : base(skill) { GamingQueue = skill.GamingQueue; this.基础数值速度 = 基础数值速度; this.基础速度等级成长 = 基础速度等级成长; _durative = durative; _duration = duration; _durationTurn = durationTurn; } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { foreach (Character target in targets) { WriteLine($"[ {target} ] 的行动速度提升了 {SPD:0.##} !持续时间:{持续时间} {GameplayEquilibriumConstant.InGameTime}!"); ExSPD e = new(Skill, new Dictionary() { { "exspd", SPD } }, caster) { Durative = _durative, Duration = _duration, DurationTurn = _durationTurn }; target.Effects.Add(e); e.OnEffectGained(target); GamingQueue?.LastRound.Effects.TryAdd(target, e.EffectType); } } } }