using Common.Utility.CombatEvent; using Fort23.Core; using GameLogic.Combat.Buff; using GameLogic.Combat.CombatTool; using GameLogic.Player; namespace GameLogic.Combat.Skill { /// /// 金沙 /// 前方功法命中目标时额外施加1层细尘。并将细尘的的品质提升为金沙,效果提升{0}% /// public class S2019 : SkillBasic { private int addValue; private long addDef; private float _time; private bool _isUpdate; 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)) { BuffInfo buffInfo = BuffInfo.GetBuffInfo(10131, 1); b_1013 b_1013 = heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff( CombatHeroEntity, buffInfo) as b_1013; if (b_1013 != null) { b_1013.extraEffect = effectValue[0]; } } } } } }