| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152 | using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;namespace GameLogic.Combat.Skill{    /// <summary>    /// 星辰道启动期间释放的功法带有星辰之力,对敌人额外照成30%当前伤害    /// </summary>    public class S60104 : SkillBasic    {        private DS60101 ds60101;        protected override void ProActiveSkill()        {            ds60101 = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic<DS60101>();            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);        }        private void HeroInjured(IEventData iEventData)        {            if (ds60101 == null || !ds60101.isSkillActive)            {                return;            }            // SkillFeaturesData mySkillFeaturesData = null;            HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;            if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity &&                heroInjuredEventData.HarmReturnInfo.isHitHero)            {                long att = heroInjuredEventData.HarmReturnInfo.att;                long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(att, effectValue[0]);                CombatCalculateTool.Instance.Harm(CombatHeroEntity, heroInjuredEventData.HarmReturnInfo.target, v,                    AttType.Skill | AttType.JianJie, triggerData, heroInjuredEventData.HarmReturnInfo.WuXingType, null);                // CombatCalculateTool.Instance.Recover(CombatHeroEntity,                //     CombatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), v, AttType.Skill, HarmType.Default,                //     triggerData);            }        }        protected override void ProDispose()        {            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);        }        protected override void ProUseSkill()        {        }    }}
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