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

161 lines
4.8 KiB
C#

using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Entity
{
/// <summary>
/// 角色的护盾,对不同的魔法类型有不同值
/// </summary>
public class Shield
{
/// <summary>
/// 物理护盾
/// </summary>
public double Physical { get; set; } = 0;
/// <summary>
/// 无属性魔法护盾
/// </summary>
public double None { get; set; } = 0;
/// <summary>
/// 星痕魔法护盾
/// </summary>
public double Starmark { get; set; } = 0;
/// <summary>
/// 纯粹结晶护盾
/// </summary>
public double PurityNatural { get; set; } = 0;
/// <summary>
/// 纯现代结晶护盾
/// </summary>
public double PurityContemporary { get; set; } = 0;
/// <summary>
/// 光护盾
/// </summary>
public double Bright { get; set; } = 0;
/// <summary>
/// 影护盾
/// </summary>
public double Shadow { get; set; } = 0;
/// <summary>
/// 元素护盾
/// </summary>
public double Element { get; set; } = 0;
/// <summary>
/// 紫宛护盾
/// </summary>
public double Fleabane { get; set; } = 0;
/// <summary>
/// 时空护盾
/// </summary>
public double Particle { get; set; } = 0;
/// <summary>
/// 总计物理护盾
/// </summary>
public double TotalPhysical => Physical;
/// <summary>
/// 总计魔法护盾
/// </summary>
public double TotalMagicial => None + Starmark + PurityNatural + PurityContemporary + Bright + Shadow + Element + Fleabane + Particle;
/// <summary>
/// 获取或设置护盾值
/// </summary>
/// <param name="isMagic"></param>
/// <param name="type"></param>
/// <returns></returns>
public double this[bool isMagic = false, MagicType type = MagicType.None]
{
get
{
if (isMagic)
{
return type switch
{
MagicType.Starmark => Starmark,
MagicType.PurityNatural => PurityNatural,
MagicType.PurityContemporary => PurityContemporary,
MagicType.Bright => Bright,
MagicType.Shadow => Shadow,
MagicType.Element => Element,
MagicType.Fleabane => Fleabane,
MagicType.Particle => Particle,
_ => None
};
}
return Physical;
}
set
{
if (isMagic)
{
switch (type)
{
case MagicType.Starmark:
Starmark = value;
break;
case MagicType.PurityNatural:
PurityNatural = value;
break;
case MagicType.PurityContemporary:
PurityContemporary = value;
break;
case MagicType.Bright:
Bright = value;
break;
case MagicType.Shadow:
Shadow = value;
break;
case MagicType.Element:
Element = value;
break;
case MagicType.Fleabane:
Fleabane = value;
break;
case MagicType.Particle:
Particle = value;
break;
default:
None = value;
break;
}
}
else
{
Physical = value;
}
}
}
/// <summary>
/// 复制一个护盾对象
/// </summary>
/// <returns></returns>
public Shield Copy()
{
return new()
{
Physical = Physical,
None = None,
Starmark = Starmark,
PurityNatural = PurityNatural,
PurityContemporary = PurityContemporary,
Bright = Bright,
Shadow = Shadow,
Element = Element,
Fleabane = Fleabane,
Particle = Particle
};
}
}
}