59 lines
2.2 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
{
public class : 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 (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 )];
foreach (Effect effect in effects)
{
character.Effects.Remove(effect);
}
return true;
}
}
}