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;
}
}
}