using GameLogic.Combat.CombatTool; namespace GameLogic.Combat.Buff { /// /// 破甲 敌人防御降低{0}% /// public class b_1014: 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; } } }