milimoe 769d0e4281
添加免疫、驱散;顺序表、爆发技、助攻修改 (#129)
* 特效底层支持直接修改硬直时间;添加驱散类型

* 添加 debuff

* 明确了驱散定义;添加助攻窗口期;修改预释放爆发技为不可驱散;预释放爆发技一定是最先行动;修复复活时导致硬直时间变成负数的问题

* 调整驱散描述

* 实现驱散系统;修复角色百分比公式错误;添加非伤害类助攻;添加辅助数据统计;修改一些文本显示

* 添加免疫、吸血、护盾机制

* 继续完善免疫和驱散、护盾和特效钩子等

* 添加新特效类型
2025-04-26 03:07:10 +08:00

70 lines
2.8 KiB
C#

using System.Text.Json;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Architecture;
namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
{
public class ShieldConverter : BaseEntityConverter<Shield>
{
public override Shield NewInstance()
{
return new();
}
public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Shield result, Dictionary<string, object> convertingContext)
{
switch (propertyName)
{
case nameof(Shield.Physical):
result.Physical = reader.GetDouble();
break;
case nameof(Shield.None):
result.None = reader.GetDouble();
break;
case nameof(Shield.Starmark):
result.Starmark = reader.GetDouble();
break;
case nameof(Shield.PurityNatural):
result.PurityNatural = reader.GetDouble();
break;
case nameof(Shield.PurityContemporary):
result.PurityContemporary = reader.GetDouble();
break;
case nameof(Shield.Bright):
result.Bright = reader.GetDouble();
break;
case nameof(Shield.Shadow):
result.Shadow = reader.GetDouble();
break;
case nameof(Shield.Element):
result.Element = reader.GetDouble();
break;
case nameof(Shield.Fleabane):
result.Fleabane = reader.GetDouble();
break;
case nameof(Shield.Particle):
result.Particle = reader.GetDouble();
break;
}
}
public override void Write(Utf8JsonWriter writer, Shield value, JsonSerializerOptions options)
{
writer.WriteStartObject();
writer.WriteNumber(nameof(Shield.Physical), value.Physical);
writer.WriteNumber(nameof(Shield.None), value.None);
writer.WriteNumber(nameof(Shield.Starmark), value.Starmark);
writer.WriteNumber(nameof(Shield.PurityNatural), value.PurityNatural);
writer.WriteNumber(nameof(Shield.PurityContemporary), value.PurityContemporary);
writer.WriteNumber(nameof(Shield.Bright), value.Bright);
writer.WriteNumber(nameof(Shield.Shadow), value.Shadow);
writer.WriteNumber(nameof(Shield.Element), value.Element);
writer.WriteNumber(nameof(Shield.Fleabane), value.Fleabane);
writer.WriteNumber(nameof(Shield.Particle), value.Particle);
writer.WriteEndObject();
}
}
}