using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class SkillHardTimeReduce : Effect { public override long Id => (long)EffectID.SkillHardTimeReduce; 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。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); public override EffectType EffectType => EffectType.Item; private readonly double 实际硬直时间减少 = 0; 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 SkillHardTimeReduce(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) { string key = Values.Keys.FirstOrDefault(s => s.Equals("shtr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double shtr) && shtr > 0) { 实际硬直时间减少 = shtr; } } } } }