using GameLogic.Combat.CombatTool; using GameLogic.Player; using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical; namespace GameLogic.Combat.Buff { /// /// 敌人持续流血{0}金属性伤害,满层后照成流血,并清除层数 /// public class b_1011 : BuffBasic { protected override void ProInit() { _jianGe = 1; } protected override void UpdateJumping() { float addHarm = buffInf.BuffConfig.effectValue[0]; b_1012 b1012 = combatHeroEntity.BuffControl.GetBuffBasicForType(); if (b1012 != null) { addHarm += CombatCalculateTool.Instance.GetVlaueRatioForFloat(addHarm, b1012.buffInf.BuffConfig.effectValue[1]); } long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(source.CurrCombatHeroInfo.attack.Value, addHarm); CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData, WuXingType.Gold); } protected override void ProUpdateEffect() { if (buffCount >= buffInf.BuffConfig.overlayCount) //最大叠加数量 { b_1012 b1012 = combatHeroEntity.BuffControl.GetBuffBasicForType(); if (b1012 != null) { return; } BuffInfo buffInfo = BuffInfo.GetBuffInfo(10121, 1); combatHeroEntity.BuffControl.AddBuff(source, buffInfo); combatHeroEntity.BuffControl.RemoveBuff(this); } } } }