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

63 lines
2.4 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface.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 => "技能免疫";
public override string Description => $"此角色处于技能免疫状态,无法选中其作为技能目标(自释放技能除外),并免疫来自技能的伤害。来自:[ {Source} ] 的 [ {Skill.Name} ]";
public override EffectType EffectType => EffectType.SkilledImmune;
public override DispelledType DispelledType => DispelledType.Strong;
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 bool _durative;
private readonly double _duration;
private readonly int _durationTurn;
public (Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
{
GamingQueue = skill.GamingQueue;
_sourceCharacter = sourceCharacter;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
}
public override void OnEffectGained(Character character)
{
if (_durative && RemainDuration == 0)
{
RemainDuration = Duration;
}
else if (RemainDurationTurn == 0)
{
RemainDurationTurn = DurationTurn;
}
AddImmuneTypesToCharacter(character, [ImmuneType.Skilled]);
}
public override void OnEffectLost(Character character)
{
RemoveImmuneTypesFromCharacter(character);
}
public override bool OnImmuneCheck(Character character, Character target, ISkill skill, Item? item = null)
{
if (character == target)
{
return false;
}
return true;
}
}
}