using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; using Common.Utility.CombatEvent; using Fort23.Core; using GameLogic.Combat.Buff; using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill { /// /// 剑祖的攻击会让目标受到一层剑毅 /// public class S9003 : SkillBasic { private bool isTrgger; private float currTime; private int count; protected override void ProInitSkill() { CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured); } protected override void ProDispose() { CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured); } protected override void ProUseSkill() { } private void HeroInjured(IEventData iEventData) { HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData; if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity) { IBarrier barrier= heroInjuredEventData.HarmReturnInfo.triggerData.IBarrier as IBarrier; if (barrier == null) { return; } S9001 s9001 = heroInjuredEventData.HarmReturnInfo.triggerData.Source as S9001; if (s9001 == null) { BuffInfo buffInfo = BuffInfo.GetBuffInfo(10071, -1, 1); heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo); } } } } }