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- using Common.Utility.CombatEvent;
- using Fort23.Core;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Player;
- using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 火焰决 每层经过火经脉时使火系功法伤害提升1%,最多叠加20层
- /// 跌到满层后火系功法对敌人照成的伤害都会让敌人灼烧1层
- /// </summary>
- public class S2005 : SkillBasic
- {
- private int _currAddCount;
- protected override void ProUseSkill()
- {
- }
- protected override void ProReplace()
- {
- _currAddCount = 0;
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.StartInjured, StartInjured);
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);
- }
- protected override void ProActiveSkill()
- {
- CombatEventManager.Instance.AddEventListener(CombatEventType.StartInjured, StartInjured);
- CombatEventManager.Instance.AddEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);
- }
- private void TriggerSkillSlots(IEventData iEventData)
- {
- TriggerSkillSlotsEventData triggerSkillSlotsEventData = iEventData as TriggerSkillSlotsEventData;
- if (triggerSkillSlotsEventData.SkillBasic == this)
- {
- if (triggerSkillSlotsEventData.triggerType == 3) //触发到火的位置
- {
- _currAddCount++;
- if (_currAddCount > effectValue[1])
- {
- _currAddCount = (int)effectValue[1];
- }
- }
- }
- }
- private void StartInjured(IEventData iEventData)
- {
- StartInjuredEventData heroInjuredEventData = iEventData as StartInjuredEventData;
- if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity)
- {
- SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
- if (skillBasic == null || !skillBasic.wuXingType.HasFlag(WuXingType.Fire))
- {
- return;
- }
- long addAtt = CombatCalculateTool.Instance.GetVlaueRatioForLong(heroInjuredEventData.HarmReturnInfo.att,
- SelfSkillConfig.effectValue[0] * _currAddCount);
- heroInjuredEventData.HarmReturnInfo.att += addAtt;
- }
- }
- }
- }
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