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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using Common.Utility.CombatEvent;
 
- using Fort23.Core;
 
- using GameLogic.Combat.Buff;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     /// <summary>
 
-     /// 剑祖的攻击会让目标受到一层剑毅
 
-     /// </summary>
 
-     public class S9003 : SkillBasic
 
-     {
 
-         private bool isTrgger;
 
-         private float currTime;
 
-         private int count;
 
-         protected override void ProInitSkill()
 
-         {
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
 
-         }
 
-         protected override void ProDispose()
 
-         {
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
 
-         }
 
-         protected override void ProUseSkill()
 
-         {
 
-         }
 
-         private void HeroInjured(IEventData iEventData)
 
-         {
 
-             HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;
 
-             if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity)
 
-             {
 
-                 IBarrier barrier=    heroInjuredEventData.HarmReturnInfo.triggerData.IBarrier as IBarrier;
 
-                 if (barrier != null)
 
-                 {
 
-                     return;
 
-                 }
 
-                 S9001 s9001 = heroInjuredEventData.HarmReturnInfo.triggerData.Source as S9001;
 
-                 if (s9001 == null)
 
-                 {
 
-                     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10071, -1, 1);
 
-                     heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
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