using Common.Utility.CombatEvent; using Fort23.Core; using GameLogic.Combat.Buff; namespace GameLogic.Combat.Skill { /// /// 金煞决 ///前方功法对敌人照成伤害时额施加一层流血 /// public class S2012 : SkillBasic { protected override void ProActiveSkill() { CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured); } 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)) { BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1); heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo); } } } protected override void ProUseSkill() { } } }