using Common.Utility.CombatEvent;
using Fort23.Core;
using GameLogic.Combat.Buff;
namespace GameLogic.Combat.Skill
{
///
/// 阴水
/// 前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值,冰冻值达到{0}层后会冰冻敌人
///
public class S2016 : SkillBasic
{
protected override void ProActiveSkill()
{
CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
}
protected override void ProUseSkill()
{
}
protected override void ProDispose()
{
CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
}
private void HeroInjured(IEventData iEventData)
{
HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;
if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity &&
heroInjuredEventData.HarmReturnInfo.isHitHero)
{
SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
if (skillBasic != null && IsPassiveActivateSkill(skillBasic))
{
CombatHeroEntity target =
heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity as CombatHeroEntity;
b_1001 b1001 = target.BuffControl.GetBuffBasicForType();
if (b1001 != null)
{
BuffInfo buffInfo = BuffInfo.GetBuffInfo(10281, 1);
target.BuffControl.AddBuff(CombatHeroEntity,
buffInfo);
}
else
{
BuffInfo buffInfo = BuffInfo.GetBuffInfo(10271, 1);
target.BuffControl.AddBuff(CombatHeroEntity,
buffInfo);
}
}
}
}
}
}