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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:每秒对敌人照成火属性灼烧伤害,满层后敌人获得灼痛,有灼痛时不在获得
- /// </summary>
- public class b_1005 : BuffBasic
- {
- private float _time;
- protected override void ProInit()
- {
-
- }
- protected override void ProUpdate(float t)
- {
- _time += t;
- if (_time >= 1)
- {
- _time -= 1;
- float harmbl = buffCount * buffInf.BuffConfig.effectValue[0];
- long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(
- source.CurrCombatHeroInfo.attack.Value, harmbl);
- 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);
- combatHeroEntity.BuffControl.AddBuff(source, buffInfo);
- // combatHeroEntity.BuffControl.RemoveBuff(this);
- }
- }
-
- protected override void ProDormancyObj()
- {
-
- }
- }
- }
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