| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using Excel2Json;using Fort23.Core;using GameLogic.Combat.Hero;using Utility;namespace GameLogic.Combat.CombatTool{    public class CombatCalculateTool : Singleton<CombatCalculateTool>    {        public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroEntity target, long att, AttType attType,            TriggerData triggerData, HarmType harmType = HarmType.Null)        {            return Harm(source, target.GetMainHotPoin<CombatHeroHitPoint>(), att,                attType, triggerData, harmType);        }        /// <summary>        /// 造成伤害        /// </summary>n        /// <param name="source">攻击方</param>        /// <param name="target">被攻击方</param>        /// <param name="att">伤害值</param>        public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att,            AttType attType, TriggerData triggerData,            HarmType harmType = HarmType.Default)        {                        HarmReturnInfo harmReturnInfo = new HarmReturnInfo();            harmReturnInfo.source = source;            harmReturnInfo.target = target;            harmReturnInfo.att = att;            harmReturnInfo.attType = attType;            harmReturnInfo.harmType = harmType;            harmReturnInfo.triggerData = triggerData;            if (target.combatHeroEntity.isDie)            {                return  harmReturnInfo;            }            target.combatHeroEntity.HeroHurt(harmReturnInfo);                      return harmReturnInfo;        }    }}
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