| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849 | using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Player;using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;namespace GameLogic.Combat.Buff{    /// <summary>    /// 4、噬魂:敌人每使用一次功法对应功法的伤势增加1    /// </summary>    public class b_1004 : 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)            {                switch (data.SkillBasic.wuXingType)                {                    case WuXingType.Gold:                        combatHeroEntity.CurrCombatHeroInfo.Metal_Injury += 1;                        break;                    case WuXingType.Fire:                        combatHeroEntity.CurrCombatHeroInfo.Fire_Injury += 1;                        break;                    case WuXingType.Wood:                        combatHeroEntity.CurrCombatHeroInfo.Wood_Injury += 1;                        break;                    case WuXingType.Earth:                        combatHeroEntity.CurrCombatHeroInfo.Earth_Injury += 1;                        break;                    case WuXingType.Water:                        combatHeroEntity.CurrCombatHeroInfo.Water_Injury += 1;                        break;                }            }        }        protected override void ProDormancyObj()        {            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);        }    }}
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