mirror of
https://github.com/project-redbud/FunGame-Core.git
synced 2025-04-23 20:49:33 +08:00
471 lines
16 KiB
C#
471 lines
16 KiB
C#
using System.Text;
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Interface.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Core.Entity
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{
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/// <summary>
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/// 特殊效果类,需要继承
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/// </summary>
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public class Effect : BaseEntity
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{
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/// <summary>
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/// 所属的技能
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/// </summary>
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public Skill Skill { get; }
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/// <summary>
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/// 特殊效果类型<para/>
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/// 注意:如果技能特效没有原生施加控制效果,请始终保持此属性为 <see cref="EffectType.None"/>。
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/// </summary>
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public virtual EffectType EffectType { get; set; } = EffectType.None;
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/// <summary>
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/// 作用于自身
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/// </summary>
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public virtual bool TargetSelf { get; set; } = false;
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/// <summary>
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/// 作用目标数量
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/// </summary>
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public virtual int TargetCount { get; set; } = 0;
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/// <summary>
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/// 作用范围
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/// </summary>
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public virtual double TargetRange { get; set; } = 0;
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/// <summary>
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/// 持续性的<para/>
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/// 配合 <see cref="Duration"/> 使用,而不是 <see cref="DurationTurn"/>。
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/// </summary>
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public virtual bool Durative { get; set; } = false;
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/// <summary>
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/// 持续时间<para/>
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/// 配合 <see cref="Durative"/> 使用。
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/// </summary>
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public virtual double Duration { get; set; } = 0;
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/// <summary>
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/// 持续时间(回合)<para/>
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/// 使用此属性需要将 <see cref="Durative"/> 设置为 false。
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/// </summary>
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public virtual int DurationTurn { get; set; } = 0;
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/// <summary>
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/// 剩余持续时间
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/// </summary>
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public double RemainDuration { get; set; } = 0;
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/// <summary>
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/// 剩余持续时间(回合)
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/// </summary>
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public int RemainDurationTurn { get; set; } = 0;
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/// <summary>
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/// 魔法类型
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/// </summary>
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public virtual MagicType MagicType { get; set; } = MagicType.None;
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/// <summary>
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/// 效果描述
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/// </summary>
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public virtual string Description { get; set; } = "";
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/// <summary>
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/// 等级,跟随技能的等级
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/// </summary>
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public int Level => Skill.Level;
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/// <summary>
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/// 此特效的施加者,用于溯源
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/// </summary>
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public virtual Character? Source { get; set; } = null;
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/// <summary>
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/// 游戏中的行动顺序表实例,在技能效果被触发时,此实例会获得赋值,使用时需要判断其是否存在
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/// </summary>
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public ActionQueue? ActionQueue { get; set; } = null;
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/// <summary>
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/// 输出文本或日志
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/// </summary>
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public Action<string> WriteLine
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{
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get
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{
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if (ActionQueue is null) return Console.WriteLine;
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else return ActionQueue.WriteLine;
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}
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}
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protected Effect(Skill skill)
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{
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Skill = skill;
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}
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internal Effect()
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{
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Skill = Factory.GetSkill();
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}
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/// <summary>
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/// 获得此特效时
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/// </summary>
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/// <param name="character"></param>
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public virtual void OnEffectGained(Character character)
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{
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}
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/// <summary>
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/// 失去此特效时
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/// </summary>
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/// <param name="character"></param>
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public virtual void OnEffectLost(Character character)
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{
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}
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/// <summary>
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/// 在伤害计算前修改伤害类型
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/// </summary>
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/// <param name="character"></param>
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/// <param name="enemy"></param>
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/// <param name="isNormalAttack"></param>
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/// <param name="isMagicDamage"></param>
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/// <param name="magicType"></param>
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public virtual void AlterDamageTypeBeforeCalculation(Character character, Character enemy, ref bool isNormalAttack, ref bool isMagicDamage, ref MagicType magicType)
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{
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}
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/// <summary>
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/// 在伤害计算前修改预期伤害
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/// </summary>
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/// <param name="character"></param>
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/// <param name="enemy"></param>
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/// <param name="damage"></param>
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/// <param name="isNormalAttack"></param>
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/// <param name="isMagicDamage"></param>
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/// <param name="magicType"></param>
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public virtual void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
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{
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}
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/// <summary>
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/// 在伤害计算完成后修改实际伤害 [ 允许取消伤害 ]
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/// </summary>
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/// <param name="character"></param>
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/// <param name="enemy"></param>
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/// <param name="damage"></param>
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/// <param name="isNormalAttack"></param>
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/// <param name="isMagicDamage"></param>
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/// <param name="magicType"></param>
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/// <param name="damageResult"></param>
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/// <returns>返回 true 表示取消此伤害,等同于闪避</returns>
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public virtual bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
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{
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return false;
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}
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/// <summary>
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/// 在完成普通攻击动作之后修改硬直时间
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/// </summary>
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/// <param name="character"></param>
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/// <param name="baseHardnessTime"></param>
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/// <param name="isCheckProtected"></param>
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public virtual void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
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{
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}
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/// <summary>
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/// 在完成释放技能动作之后修改硬直时间
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/// </summary>
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/// <param name="character"></param>
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/// <param name="skill"></param>
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/// <param name="baseHardnessTime"></param>
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/// <param name="isCheckProtected"></param>
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public virtual void AlterHardnessTimeAfterCastSkill(Character character, Skill skill, ref double baseHardnessTime, ref bool isCheckProtected)
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{
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}
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/// <summary>
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/// 在造成伤害时,修改获得的能量
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/// </summary>
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/// <param name="character"></param>
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/// <param name="baseEP"></param>
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public virtual void AlterEPAfterDamage(Character character, ref double baseEP)
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{
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}
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/// <summary>
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/// 在受到伤害时,修改获得的能量
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/// </summary>
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/// <param name="character"></param>
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/// <param name="baseEP"></param>
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public virtual void AlterEPAfterGetDamage(Character character, ref double baseEP)
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{
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}
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/// <summary>
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/// 技能开始吟唱时 [ 爆发技插队可触发此项 ]
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/// </summary>
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/// <param name="caster"></param>
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public virtual void OnSkillCasting(Character caster)
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{
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}
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/// <summary>
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/// 技能吟唱被打断时
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/// </summary>
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/// <param name="caster"></param>
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/// <param name="skill"></param>
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/// <param name="interrupter"></param>
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public virtual void OnSkillCastInterrupted(Character caster, Skill skill, Character interrupter)
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{
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}
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/// <summary>
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/// 吟唱结束后释放技能(魔法)/ 直接释放技能(战技/爆发技)
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/// </summary>
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/// <param name="caster"></param>
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/// <param name="enemys"></param>
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/// <param name="teammates"></param>
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/// <param name="others"></param>
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public virtual void OnSkillCasted(Character caster, List<Character> enemys, List<Character> teammates, Dictionary<string, object> others)
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{
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}
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/// <summary>
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/// 时间流逝时
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/// </summary>
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/// <param name="character"></param>
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/// <param name="elapsed"></param>
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public virtual void OnTimeElapsed(Character character, double elapsed)
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{
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}
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/// <summary>
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/// 在完成伤害结算后
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/// </summary>
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/// <param name="character"></param>
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/// <param name="enemy"></param>
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/// <param name="damage"></param>
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/// <param name="isNormalAttack"></param>
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/// <param name="isMagicDamage"></param>
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/// <param name="magicType"></param>
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/// <param name="damageResult"></param>
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public virtual void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
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{
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}
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/// <summary>
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/// 在特效持有者的回合开始前
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/// </summary>
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/// <param name="character"></param>
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public virtual void OnTurnStart(Character character)
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{
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}
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/// <summary>
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/// 在特效持有者的回合结束后
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/// </summary>
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/// <param name="character"></param>
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public virtual void OnTurnEnd(Character character)
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{
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}
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/// <summary>
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/// 技能被升级时
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/// </summary>
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/// <param name="character"></param>
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/// <param name="level"></param>
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public virtual void OnSkillLevelUp(Character character, double level)
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{
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}
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/// <summary>
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/// 特效持有者升级时
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/// </summary>
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/// <param name="owner"></param>
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/// <param name="level"></param>
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public virtual void OnOwnerLevelUp(Character owner, double level)
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{
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}
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/// <summary>
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/// 在完成死亡结算后 [ 全体广播 ]
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/// </summary>
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/// <param name="death"></param>
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/// <param name="killer"></param>
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/// <param name="continuousKilling"></param>
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/// <param name="earnedMoney"></param>
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public virtual void AfterDeathCalculation(Character death, Character? killer, Dictionary<Character, int> continuousKilling, Dictionary<Character, int> earnedMoney)
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{
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}
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/// <summary>
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/// 在触发闪避时
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/// </summary>
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/// <param name="attacker"></param>
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/// <param name="evader"></param>
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/// <param name="dice"></param>
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/// <returns>返回 true 表示无视闪避</returns>
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public virtual bool OnEvadedTriggered(Character attacker, Character evader, double dice)
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{
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return false;
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}
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/// <summary>
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/// 在触发暴击时
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/// </summary>
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/// <param name="character"></param>
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/// <param name="dice"></param>
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public virtual void OnCriticalDamageTriggered(Character character, double dice)
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{
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}
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/// <summary>
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/// 角色属性发生变化
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/// </summary>
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/// <param name="character"></param>
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public virtual void OnAttributeChanged(Character character)
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{
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}
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/// <summary>
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/// 行动开始前,修改可选择的 <paramref name="enemys"/>, <paramref name="teammates"/>, <paramref name="skills"/> 列表<para/>
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/// 注意 <paramref name="continuousKilling"/> 和 <paramref name="earnedMoney"/> 是副本,修改无效
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/// </summary>
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/// <param name="character"></param>
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/// <param name="enemys"></param>
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/// <param name="teammates"></param>
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/// <param name="skills"></param>
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/// <param name="continuousKilling"></param>
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/// <param name="earnedMoney"></param>
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/// <returns>返回 true 表示更改生效</returns>
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public virtual bool AlterEnemyListBeforeAction(Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, Dictionary<Character, int> continuousKilling, Dictionary<Character, int> earnedMoney)
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{
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return false;
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}
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/// <summary>
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/// 行动开始前,指定角色的行动,而不是使用顺序表自带的逻辑;或者修改对应的操作触发概率
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/// </summary>
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/// <param name="character"></param>
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/// <param name="state"></param>
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/// <param name="canUseItem"></param>
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/// <param name="canCastSkill"></param>
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/// <param name="pUseItem"></param>
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/// <param name="pCastSkill"></param>
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/// <param name="pNormalAttack"></param>
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/// <returns></returns>
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public virtual CharacterActionType AlterActionTypeBeforeAction(Character character, CharacterState state, ref bool canUseItem, ref bool canCastSkill, ref double pUseItem, ref double pCastSkill, ref double pNormalAttack)
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{
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return CharacterActionType.None;
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}
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/// <summary>
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/// 对敌人造成技能伤害 [ 强烈建议使用此方法造成伤害而不是自行调用 <see cref="ActionQueue.DamageToEnemy"/> ]
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/// </summary>
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/// <param name="actor"></param>
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/// <param name="enemy"></param>
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/// <param name="isMagic"></param>
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/// <param name="magicType"></param>
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/// <param name="expectedDamage"></param>
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/// <returns></returns>
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public DamageResult DamageToEnemy(Character actor, Character enemy, bool isMagic, MagicType magicType, double expectedDamage)
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{
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if (ActionQueue is null) return DamageResult.Evaded;
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DamageResult result = !isMagic ? ActionQueue.CalculatePhysicalDamage(actor, enemy, false, expectedDamage, out double damage) : ActionQueue.CalculateMagicalDamage(actor, enemy, false, MagicType, expectedDamage, out damage);
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ActionQueue.DamageToEnemy(actor, enemy, damage, false, isMagic, magicType, result);
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return result;
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}
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/// <summary>
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/// 打断施法 [ 尽可能的调用此方法而不是直接调用 <see cref="ActionQueue.InterruptCasting"/>,以防止中断性变更 ]
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/// </summary>
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/// <param name="caster"></param>
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/// <param name="interrupter"></param>
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public void InterruptCasting(Character caster, Character interrupter)
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{
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ActionQueue?.InterruptCasting(caster, interrupter);
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}
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/// <summary>
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/// 返回特效详情
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/// </summary>
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/// <returns></returns>
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public override string ToString()
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{
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StringBuilder builder = new();
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string isDurative = "";
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if (Durative)
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{
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isDurative = "(剩余:" + RemainDuration + " 时间)";
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}
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else if (DurationTurn > 0)
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{
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isDurative = "(剩余:" + RemainDurationTurn + " 回合)";
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}
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builder.AppendLine("【" + Name + " - 等级 " + Level + "】" + Description + isDurative);
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return builder.ToString();
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}
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/// <summary>
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/// 复制一个特效
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/// </summary>
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/// <returns></returns>
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public Effect Copy(Skill skill)
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{
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Effect copy = new(skill)
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{
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EffectType = EffectType,
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TargetSelf = TargetSelf,
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TargetCount = TargetCount,
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TargetRange = TargetRange,
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Durative = Durative,
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Duration = Duration,
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DurationTurn = DurationTurn,
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MagicType = MagicType,
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Description = Description,
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ActionQueue = ActionQueue
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};
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return copy;
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}
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/// <summary>
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/// 比较两个特效
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/// </summary>
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/// <param name="other"></param>
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/// <returns></returns>
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public override bool Equals(IBaseEntity? other)
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{
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return other is Effect c && c.Id + "." + Name == Id + "." + Name;
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}
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}
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}
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