| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970 | 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)        {            TriggerSkillSlotsEventData triggerSkillSlotsEventData = ieventData as TriggerSkillSlotsEventData;            if (triggerSkillSlotsEventData.SkillBasic == this && addHarm > 0)            {                long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(addHarm, effectValue[0]);                if (v > 0)                {                    CombatHeroEntity[] allHero =                        CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);                    for (int i = 0; i < allHero.Length; i++)                    {                        HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, allHero[i],                            v,                            AttType.Skill, triggerData,                            wuXingType, null,                            HarmType.Default);                    }                }                addHarm = 0;            }        }        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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