using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects { public class 物理护盾 : Effect { public override long Id => 4106; public override string Name => "物理护盾"; public override string Description => $"此角色拥有物理护盾。来自:[ {Source} ] 的 [ {Skill.Name} ]"; public override EffectType EffectType => EffectType.Shield; public override DispelledType DispelledType => DispelledType.CannotBeDispelled; public override bool IsDebuff => false; public override Character Source => _sourceCharacter; public override bool Durative => _durative; public override double Duration => _duration; public override int DurationTurn => _durationTurn; private readonly Character _sourceCharacter; private readonly double _shield; private readonly bool _durative; private readonly double _duration; private readonly int _durationTurn; public 物理护盾(Skill skill, Character sourceCharacter, double shield, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill) { GamingQueue = skill.GamingQueue; _sourceCharacter = sourceCharacter; _shield = shield; _durative = durative; _duration = duration; _durationTurn = durationTurn; } public override void OnEffectGained(Character character) { if (_durative && RemainDuration == 0) { RemainDuration = Duration; } else if (RemainDurationTurn == 0) { RemainDurationTurn = DurationTurn; } character.Shield.Physical += _shield; } public override bool OnShieldBroken(Character character, Character attacker, bool isMagic, MagicType magicType, double damage, double shield, double overFlowing) { Effect[] effects = [.. character.Effects.Where(e => e is 物理护盾)]; foreach (Effect effect in effects) { character.Effects.Remove(effect); } return true; } } }