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- using Common.Utility.CombatEvent;
- using Fort23.Core;
- using GameLogic.Combat.Buff;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 血祭神通
- /// 所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害
- /// </summary>
- public class S2011 : SkillBasic
- {
- private long addHarm;
- protected override void ProUseSkill()
- {
- }
- protected override void ProActiveSkill()
- {
- CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
- CombatEventManager.Instance.AddEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);
- }
- protected override void ProDispose()
- {
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);
- }
- private void TriggerSkillSlots(IEventData ieventData)
- {
-
- }
- private void HeroInjured(IEventData ieventData)
- {
- HeroInjuredEventData heroInjuredEventData = ieventData as HeroInjuredEventData;
- b_1011 b1011= heroInjuredEventData.HarmReturnInfo.triggerData.Source as b_1011;
- if (b1011 == null||b1011.Source!=CombatHeroEntity)
- {
- return;
- }
- long harm = heroInjuredEventData.HarmReturnInfo.att;
- addHarm+=harm;
- }
- }
- }
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