using Milimoe.FunGame.Core.Entity; using Oshima.FunGame.OshimaModules.Effects.PassiveEffects; namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { public class 造成眩晕 : Effect { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}敌人造成眩晕 {眩晕时间}。"; private string 眩晕时间 => _durative && _duration > 0 ? 实际眩晕时间 + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? 实际眩晕时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}"); private double 实际眩晕时间 => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0); private readonly bool _durative; private readonly double _duration; private readonly int _durationTurn; private readonly double _levelGrowth; public 造成眩晕(Skill skill, bool durative = false, double duration = 0, int durationTurn = 1, double levelGrowth = 0) : base(skill) { GamingQueue = skill.GamingQueue; _durative = durative; _duration = duration; _durationTurn = durationTurn; _levelGrowth = levelGrowth; } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { foreach (Character enemy in targets) { WriteLine($"[ {caster} ] 眩晕了 [ {enemy} ] !持续时间:{眩晕时间}!"); 眩晕 e = new(Skill, caster, false, 0, 1); enemy.Effects.Add(e); e.OnEffectGained(enemy); GamingQueue?.LastRound.Effects.TryAdd(enemy, e.EffectType); } } } }