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 持续性弱驱散 : Effect { public override long Id => (long)PassiveEffectID.持续性弱驱散; public override string Name => "持续性弱驱散"; public override string Description => $"此角色正在被持续性弱驱散。来自:[ {Source} ] 的 [ {Skill.Name} ]"; public override EffectType EffectType => EffectType.WeakDispelling; public override DispelType DispelType => DispelType.DurativeWeak; public override Character Source => _sourceCharacter; public override bool DurativeWithoutDuration => _durativeWithoutDuration; public override bool Durative => _durative; public override double Duration => _duration; public override int DurationTurn => _durationTurn; private readonly Character _sourceCharacter; private readonly bool _durativeWithoutDuration; private readonly bool _durative; private readonly double _duration; private readonly int _durationTurn; public 持续性弱驱散(Skill skill, Character sourceCharacter, bool durativeWithoutDuration = false, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill) { GamingQueue = skill.GamingQueue; DispelledType = DispelledType.Weak; _sourceCharacter = sourceCharacter; _durativeWithoutDuration = durativeWithoutDuration; if (!_durativeWithoutDuration) { _durative = durative; _duration = duration; _durationTurn = durationTurn; } } public override void OnEffectGained(Character character) { if (_durative && RemainDuration == 0) { RemainDuration = Duration; } else if (RemainDurationTurn == 0) { RemainDurationTurn = DurationTurn; } } } }