using XGame.Database;

namespace FL.Battle.Buffs
{
    public interface IBuff
    {
        public int TableId { get; }
        public long EntityId { get; }
        public long OwnerId { get; }
        ///// <summary>
        ///// Buff施放者的EntityId
        ///// </summary>
        //public long MasterId { get; set; }
        ///// <summary>
        ///// Buff作用目标的EntityId
        ///// </summary>
        //public List<long> Targets { get; }
        ///// <summary>
        ///// 剩余时间
        ///// 单位:毫秒
        ///// </summary>
        //public int RemainTime { get; }
        /// <summary>
        /// 持续时间
        /// -1表示无限时长
        /// 单位:毫秒
        /// </summary>
        public int Duration { get; }
        /// <summary>
        /// 叠加层数
        /// </summary>
        public int Layers { get; set; }
        /// <summary>
        /// 叠加上限
        /// </summary>
        public int LayerLimit { get; }
        /// <summary>
        /// 类型
        /// </summary>
        public EBuffType BuffType { get; }
        /// <summary>
        /// 元素属性
        /// </summary>
        public EElementType ElementType { get; }
        /// <summary>
        /// 图标名字
        /// </summary>
        public string IconName { get; }
    }
}
