using Common.Utility.CombatEvent; using Fort23.Core; using GameLogic.Combat.CombatTool; using GameLogic.Player; namespace GameLogic.Combat.Buff { /// /// 灼热:每秒对敌人照成火属性灼烧伤害,满层后敌人获得灼痛,有灼痛时不在获得 /// public class b_1005 : BuffBasic { private float _time; protected override void ProInit() { } protected override void ProUpdate(float t) { _time += t; if (_time >= 1) { _time -= 1; float harmbl = buffCount * buffInf.BuffConfig.effectValue[0]; long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong( source.CurrCombatHeroInfo.attack.Value, harmbl); CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData, WuXingType.Fire,null,HarmType.Buff); } } protected override void ProUpdateEffect() { if (buffCount >= buffInf.BuffConfig.overlayCount) //最大叠加数量 { b_1010 b1010 = combatHeroEntity.BuffControl.GetBuffBasicForType(); if (b1010 != null) { return; } BuffInfo buffInfo = BuffInfo.GetBuffInfo(10101, 1); combatHeroEntity.BuffControl.AddBuff(source, buffInfo); // combatHeroEntity.BuffControl.RemoveBuff(this); } } protected override void ProDormancyObj() { } } }