using GameLogic.Combat.CombatTool;
using GameLogic.Player;
namespace GameLogic.Combat.Buff
{
    /// 
    /// 细尘 每一层土沙降低敌人{0}防御
    /// 
    public class b_1013 : 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]);
            b += CombatCalculateTool.Instance.GetVlaueRatioForFloat(b, extraEffect);
            _addValue = CombatCalculateTool.Instance.GetVlaueRatioForLong(
                combatHeroEntity.MaxCombatHeroInfo.defense.Value, b );
            combatHeroEntity.CurrCombatHeroInfo.defense -= _addValue;
        }
        protected override void ProDormancyObj()
        {
            combatHeroEntity.CurrCombatHeroInfo.defense += _addValue;
            _addValue = 0;
        }
    }
}