using GameLogic.Combat.CombatTool;
namespace GameLogic.Combat.Buff
{
    /// 
    /// 破甲	敌人防御降低{0}%
    /// 
    public class b_1014: BuffBasic
    {
        /// 
        /// 额外效果 
        /// 
        public float extraEffect;
        private long _addValue;
        protected override void ProUpdateEffect()
        {
            combatHeroEntity.CurrCombatHeroInfo.defense += _addValue;
            _addValue = 0;
            float b = buffCount * (BuffConfig.effectValue[0] + extraEffect);
            _addValue = CombatCalculateTool.Instance.GetVlaueRatioForLong(
                combatHeroEntity.MaxCombatHeroInfo.defense.Value, b);
            combatHeroEntity.CurrCombatHeroInfo.defense -= _addValue;
        }
        protected override void ProDormancyObj()
        {
            combatHeroEntity.CurrCombatHeroInfo.defense += _addValue;
            _addValue = 0;
        }
    }
}