2025-07-03 22:37:59 +08:00

66 lines
2.8 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
{
public class : Effect
{
public override long Id => (long)PassiveEffectID.;
public override string Name => "迟滞";
public override string Description => $"此角色处于迟滞状态,普通攻击和技能的硬直时间、当前行动等待时间延长 {_hardnessReductionPercent * 100:0.##}%。来自:[ {Source} ] 的 [ {Skill.Name} ]";
public override EffectType EffectType => EffectType.Slow;
public override DispelledType DispelledType => DispelledType.Weak;
public override bool IsDebuff => true;
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;
private readonly double _hardnessReductionPercent;
public (Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1, double healingReductionPercent = 0) : base(skill)
{
GamingQueue = skill.GamingQueue;
_sourceCharacter = sourceCharacter;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
_hardnessReductionPercent = healingReductionPercent;
}
public override void AlterHardnessTimeAfterCastSkill(Character character, Skill skill, ref double baseHardnessTime, ref bool isCheckProtected)
{
baseHardnessTime *= 1 + _hardnessReductionPercent;
}
public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
{
baseHardnessTime *= 1 + _hardnessReductionPercent;
}
public override void OnEffectGained(Character character)
{
if (_durative && RemainDuration == 0)
{
RemainDuration = Duration;
}
else if (RemainDurationTurn == 0)
{
RemainDurationTurn = DurationTurn;
}
GamingQueue?.ChangeCharacterHardnessTime(character, _hardnessReductionPercent, true, false);
AddEffectTypeToCharacter(character, [EffectType.Slow]);
}
public override void OnEffectLost(Character character)
{
RemoveEffectTypesFromCharacter(character);
}
}
}