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); } } } } } }