| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859 | using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.Buff;namespace GameLogic.Combat.Skill{    /// <summary>    /// 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    /// </summary>    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<b_1001>();                    if (b1001 != null)                    {                        BuffInfo buffInfo = BuffInfo.GetBuffInfo(10281, 1,this);                        target.BuffControl.AddBuff(CombatHeroEntity,                            buffInfo);                    }                    else                    {                        BuffInfo buffInfo = BuffInfo.GetBuffInfo(10271, 1,this);                        target.BuffControl.AddBuff(CombatHeroEntity,                            buffInfo);                    }                                   }            }        }    }}
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