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							- using Common.Utility.CombatEvent;
 
- using Fort23.Core;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Player;
 
- namespace GameLogic.Combat.Buff
 
- {
 
-     /// <summary>
 
-     /// 灼热:对敌人照成{0}火属性灼烧伤害,满层后敌人获得灼痛,有灼痛时不在获得,满层时敌人会受到痛苦,敌人使用功法时自身受到当前生命{1}%伤
 
-     /// </summary>
 
-     public class b_1005 : BuffBasic
 
-     {
 
-         private float _time;
 
-         protected override void ProInit()
 
-         {
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
 
-         }
 
-         private void AddUseGongFa(IEventData eventData)
 
-         {
 
-             AddUseGongFaEventData data = (AddUseGongFaEventData)eventData;
 
-             if (data.SkillBasic.CombatHeroEntity == combatHeroEntity)
 
-             {
 
-                 if (buffCount < BuffConfig.overlayCount)
 
-                 {
 
-                     return;
 
-                 }
 
-                 float harmbl =  BuffConfig.effectValue[1];
 
-                 long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(
 
-                     source.CurrCombatHeroInfo.hp.Value, harmbl);
 
-                 CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
 
-                     WuXingType.Fire,null,HarmType.Buff);
 
-             }
 
-         }
 
-      
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             _time += t;
 
-             if (_time >= 1)
 
-             {
 
-                 _time -= 1;
 
-                 float harmbl = buffCount * BuffConfig.effectValue[0];
 
-                 long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(
 
-                     source.CurrCombatHeroInfo.attack.Value, harmbl);
 
-                 harm += CombatCalculateTool.Instance.GetVlaueRatioForLong(
 
-                     harm, source.CurrCombatHeroInfo.Fire_Proficient);
 
-                 CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
 
-                     WuXingType.Fire, null, HarmType.Buff);
 
-             }
 
-         }
 
-         // protected override void ProUpdateEffect()
 
-         // {
 
-         //     if (buffCount >= buffInf.BuffConfig.overlayCount) //最大叠加数量
 
-         //     {
 
-         //         b_1010 b1010 = combatHeroEntity.BuffControl.GetBuffBasicForType<b_1010>();
 
-         //         if (b1010 != null)
 
-         //         {
 
-         //             return;
 
-         //         }
 
-         //
 
-         //         BuffInfo buffInfo = BuffInfo.GetBuffInfo(10101, 1,this);
 
-         //         combatHeroEntity.BuffControl.AddBuff(source, buffInfo);
 
-         //         // combatHeroEntity.BuffControl.RemoveBuff(this);
 
-         //     }
 
-         // }
 
-         protected override void ProDormancyObj()
 
-         {
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
 
-         }
 
-     }
 
- }
 
 
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