2025-07-03 22:37:59 +08:00

68 lines
2.8 KiB
C#

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 : Effect
{
public override long Id => (long)PassiveEffectID.;
public override string Name => "易伤";
public override string Description => $"此角色处于易伤状态,额外受到 {_exDamagePercent * 100:0.##}% {CharacterSet.GetDamageTypeName(_damageType)}。来自:[ {Source} ] 的 [ {Skill.Name} ]";
public override EffectType EffectType => EffectType.Vulnerable;
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 DamageType _damageType;
private readonly Character _targetCharacter;
private readonly Character _sourceCharacter;
private readonly bool _durative;
private readonly double _duration;
private readonly int _durationTurn;
private readonly double _exDamagePercent;
public (Skill skill, Character targetCharacter, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1,
DamageType damageType = DamageType.Magical, double exDamagePercent = 0) : base(skill)
{
GamingQueue = skill.GamingQueue;
_targetCharacter = targetCharacter;
_sourceCharacter = sourceCharacter;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
_damageType = damageType;
_exDamagePercent = exDamagePercent;
}
public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary<Effect, double> totalDamageBonus)
{
if (enemy == _targetCharacter && damageType == _damageType)
{
return damage * _exDamagePercent;
}
return 0;
}
public override void OnEffectGained(Character character)
{
if (_durative && RemainDuration == 0)
{
RemainDuration = Duration;
}
else if (RemainDurationTurn == 0)
{
RemainDurationTurn = DurationTurn;
}
AddEffectTypeToCharacter(character, [EffectType.Vulnerable]);
}
public override void OnEffectLost(Character character)
{
RemoveEffectTypesFromCharacter(character);
}
}
}