using Cielonos.MainGame.Buffs.Character;
using Cielonos.MainGame.Characters;
namespace Cielonos.MainGame
{
public partial class CombatManager
{
public partial class EnemySubmodule
{
///
/// 判断敌人当前是否可被指定 Breakthrough 类型打断。
/// 目前用于 Query().PreferDisruptable() 给可打断目标提高索敌优先级。
///
public bool IsDisruptable(Enemy enemy, Breakthrough.Type breakthroughType = Breakthrough.Type.Disruption)
{
if (enemy == null || enemy.statusSm.isDead)
{
return false;
}
bool hasBuff = enemy.buffSm.HasBuff();
return hasBuff && !enemy.reactionSc.breakthroughResistances[breakthroughType].Value;
}
}
}
}