| 1234567891011121314151617181920212223242526272829303132333435363738394041 | using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.CombatTool;using GameLogic.Player;namespace GameLogic.Combat.Buff{    /// <summary>    /// 感电    /// 麻痹敌人,敌人的身体受到麻痹,有{0}%*层数的概率是功法无法进入释放状态,没触发一次,消耗一半感电    /// </summary>    public class b_1018 : BuffBasic    {        protected override void ProInit()        {            CombatEventManager.Instance.AddEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);        }        private void TriggerSkillSlots(IEventData eventData)        {            TriggerSkillSlotsEventData triggerSkillSlotsEventData = eventData as TriggerSkillSlotsEventData;            if (triggerSkillSlotsEventData.SkillBasic != null &&                triggerSkillSlotsEventData.SkillBasic.CombatHeroEntity == combatHeroEntity)            {                int triggerOdds = (int)(BuffConfig.effectValue[0] * buffCount);                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);                if (odds <= triggerOdds)                {                    triggerSkillSlotsEventData.isNotUseSkill = true;                    ReduceCount(1);                }            }        }        protected override void ProDormancyObj()        {            CombatEventManager.Instance.RemoveEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);        }    }}
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