| 12345678910111213141516171819202122232425262728293031323334353637 | using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.CombatTool;using GameLogic.Player;namespace GameLogic.Combat.Buff{    /// <summary>    /// 灼痛 敌人皮肤和静脉被火焰灼烧溃烂,使用功法时自身受到当前生命2%伤害    /// </summary>    public class b_1010 : BuffBasic    {        protected override void ProInit()        {            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);        }        private void AddUseGongFa(IEventData eventData)        {            AddUseGongFaEventData data = (AddUseGongFaEventData)eventData;            if (data.SkillBasic.CombatHeroEntity == combatHeroEntity)            {                float harmbl = buffCount * buffInf.BuffConfig.effectValue[0];                long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(                    source.CurrCombatHeroInfo.hp.Value, harmbl);                CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,                    WuXingType.Fire,HarmType.Buff);            }        }        protected override void ProDormancyObj()        {            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);        }    }}
 |