| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758 | using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Player;namespace GameLogic.Combat.Skill{    /// <summary>    /// 金沙    /// 前方功法命中目标时额外施加1层细尘。并将细尘的的品质提升为金沙,效果提升{0}%    /// </summary>    public class S2019 : SkillBasic    {        private int addValue;        private long addDef;        private float _time;        private bool _isUpdate;        protected override void ProActiveSkill()        {            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);        }        protected override void ProUseSkill()        {        }        protected override void ProDispose()        {            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);        }        private void HeroInjured(IEventData iEventData)        {            HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;            if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity &&                heroInjuredEventData.HarmReturnInfo.isHitHero)            {                SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;                if (skillBasic != null && IsPassiveActivateSkill(skillBasic))                {                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10131, 1,skillBasic);                    b_1013 b_1013 =                        heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff(                            CombatHeroEntity,                            buffInfo) as b_1013;                    if (b_1013 != null)                    {                        b_1013.extraEffect = effectValue[0];                    }                }            }        }    }}
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