using Common.Utility.CombatEvent; using Fort23.Core; using GameLogic.Player; using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical; namespace GameLogic.Combat.Buff { /// /// 4、噬魂:敌人每使用一次功法对应功法的伤势增加1 /// public class b_1004 : BuffBasic { protected override void ProInit() { CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa); } private void AddUseGongFa(IEventData eventData) { AddUseGongFaEventData data = (AddUseGongFaEventData)eventData; if (data.SkillBasic.CombatHeroEntity == combatHeroEntity) { switch (data.SkillBasic.wuXingType) { case WuXingType.Gold: combatHeroEntity.CurrCombatHeroInfo.Metal_Injury += 1; break; case WuXingType.Fire: combatHeroEntity.CurrCombatHeroInfo.Fire_Injury += 1; break; case WuXingType.Wood: combatHeroEntity.CurrCombatHeroInfo.Wood_Injury += 1; break; case WuXingType.Earth: combatHeroEntity.CurrCombatHeroInfo.Earth_Injury += 1; break; case WuXingType.Water: combatHeroEntity.CurrCombatHeroInfo.Water_Injury += 1; break; } } } protected override void ProDormancyObj() { CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa); } } }