forked from Oshima-Studios/OshimaGameModule
63 lines
2.4 KiB
C#
63 lines
2.4 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Interface.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 技能免疫 : Effect
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{
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public override long Id => (long)PassiveEffectID.技能免疫;
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public override string Name => "技能免疫";
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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} ]";
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public override EffectType EffectType => EffectType.SkilledImmune;
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public override DispelledType DispelledType => DispelledType.Strong;
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public override bool IsDebuff => false;
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public override Character Source => _sourceCharacter;
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public override bool Durative => _durative;
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public override double Duration => _duration;
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public override int DurationTurn => _durationTurn;
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private readonly Character _sourceCharacter;
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private readonly bool _durative;
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private readonly double _duration;
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private readonly int _durationTurn;
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public 技能免疫(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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_sourceCharacter = sourceCharacter;
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_durative = durative;
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_duration = duration;
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_durationTurn = durationTurn;
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}
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public override void OnEffectGained(Character character)
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{
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if (_durative && RemainDuration == 0)
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{
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RemainDuration = Duration;
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}
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else if (RemainDurationTurn == 0)
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{
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RemainDurationTurn = DurationTurn;
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}
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AddImmuneTypesToCharacter(character, [ImmuneType.Skilled]);
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}
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public override void OnEffectLost(Character character)
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{
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RemoveImmuneTypesFromCharacter(character);
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}
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public override bool OnImmuneCheck(Character character, Character target, ISkill skill, Item? item = null)
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{
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if (character == target)
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{
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return false;
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}
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return true;
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}
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}
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}
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