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; } } } }