using Common.Utility.CombatEvent; using Fort23.Core; using GameLogic.Combat.CombatTool; using GameLogic.Player; using UnityEngine; namespace GameLogic.Combat.Buff { /// /// 鼠疫 /// 敌人受到每秒受到{0}*层数的伤害,持续期间攻击力降低{1}*层数 /// public class b_1017 : BuffBasic { /// /// 添加的攻击力 /// private long addAtt; protected override void ProInit() { _jianGe = 1; } protected override void UpdateJumping() { 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.Null, null, HarmType.Buff); } protected override void ProUpdateEffect() { source.CurrCombatHeroInfo.attack += addAtt; addAtt = 0; float addAttbl = buffCount * buffInf.BuffConfig.effectValue[1]; addAtt = CombatCalculateTool.Instance.GetVlaueRatioForLong(source.CurrCombatHeroInfo.attack.Value, addAttbl); source.CurrCombatHeroInfo.attack -= addAtt; } protected override void ProDormancyObj() { source.CurrCombatHeroInfo.attack += addAtt; addAtt = 0; } } }