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 完全行动不能 : Effect { public override long Id => (long)PassiveEffectID.完全行动不能; public override string Name => _name; public override string Description => $"此角色被{Name}了,不能行动。来自:[ {Source} ] 的 [ {Skill.Name} ]"; public override EffectType EffectType => _type; public override DispelledType DispelledType => DispelledType.Strong; 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 string _name; private readonly EffectType _type; private readonly Character _sourceCharacter; private readonly bool _durative; private readonly double _duration; private readonly int _durationTurn; public 完全行动不能(string name, EffectType type, Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill) { _name = name; _type = type; GamingQueue = skill.GamingQueue; _sourceCharacter = sourceCharacter; _durative = durative; _duration = duration; _durationTurn = durationTurn; } public override void OnEffectGained(Character character) { if (_durative && RemainDuration == 0) { RemainDuration = Duration; } else if (RemainDurationTurn == 0) { RemainDurationTurn = DurationTurn; } AddEffectStatesToCharacter(character, [CharacterState.NotActionable]); InterruptCasting(character, Source); } public override void OnEffectLost(Character character) { RemoveEffectStatesFromCharacter(character); } } }