using GameLogic.Combat.CombatTool;
using GameLogic.Player;
namespace GameLogic.Combat.Buff
{
///
/// 细尘 每一层土沙降低敌人{0}防御
///
public class b_1013 : BuffBasic
{
///
/// 额外效果
///
public float extraEffect;
private long _addValue;
protected override void ProUpdateEffect()
{
combatHeroEntity.CurrCombatHeroInfo.defense += _addValue;
_addValue = 0;
float b = buffCount * (buffInf.BuffConfig.effectValue[0] + extraEffect);
_addValue = CombatCalculateTool.Instance.GetVlaueRatioForLong(
combatHeroEntity.MaxCombatHeroInfo.defense.Value, b);
combatHeroEntity.CurrCombatHeroInfo.defense -= _addValue;
}
protected override void ProDormancyObj()
{
combatHeroEntity.CurrCombatHeroInfo.defense += _addValue;
_addValue = 0;
}
}
}