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

79 lines
3.0 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 => "魔法护盾";
public override string Description => $"此角色拥有魔法护盾{CurrentShield}。来自:[ {Source} ] 的 [ {Skill.Name} ]";
public override EffectType EffectType => EffectType.Shield;
public override DispelledType DispelledType => DispelledType.CannotBeDispelled;
public override bool DurativeWithoutDuration => true;
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 string CurrentShield
{
get
{
if (_targetCharacter != null && _targetCharacter.Shield.ShieldOfEffects.TryGetValue(this, out ShieldOfEffect? value) && value != null)
{
return $",护盾值:{value.Shield:0.##} 点";
}
else return "";
}
}
private readonly Character _targetCharacter;
private readonly Character _sourceCharacter;
private readonly double _shield;
private readonly bool _durative;
private readonly double _duration;
private readonly int _durationTurn;
public (Skill skill, Character targetCharacter, Character sourceCharacter, double shield, bool durative = false, double duration = 0, int durationTurn = 0) : base(skill)
{
GamingQueue = skill.GamingQueue;
_targetCharacter = targetCharacter;
_sourceCharacter = sourceCharacter;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
_shield = shield;
}
public override void OnEffectGained(Character character)
{
if (_durative && RemainDuration == 0)
{
RemainDuration = Duration;
}
else if (RemainDurationTurn == 0)
{
RemainDurationTurn = DurationTurn;
}
character.Shield.AddShieldOfEffect(new(this, _shield, ShieldType.Magical, MagicType.None));
}
public override void OnEffectLost(Character character)
{
character.Shield.RemoveShieldOfEffect(this);
}
public override bool OnShieldBroken(Character character, Character attacker, Effect effet, double overFlowing)
{
if (effet == this)
{
character.Shield.RemoveShieldOfEffect(this);
character.Effects.Remove(this);
}
return true;
}
}
}