| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 剑祖的攻击会让目标受到一层剑毅    /// </summary>    public class S9003 : SkillBasic    {        private bool isTrgger;        private float currTime;        private int count;        protected override void ProInitSkill()        {            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);        }        protected override void ProDispose()        {            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);        }        protected override void ProUseSkill()        {        }        private void HeroInjured(IEventData iEventData)        {            HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;            if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity)            {                IBarrier barrier=    heroInjuredEventData.HarmReturnInfo.triggerData.IBarrier as IBarrier;                if (barrier != null)                {                    return;                }                S9001 s9001 = heroInjuredEventData.HarmReturnInfo.triggerData.Source as S9001;                if (s9001 == null)                {                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10071, -1, 1);                    heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);                }            }        }    }}
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