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							- using Common.Utility.CombatEvent;
 
- using Fort23.Core;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Player;
 
- namespace GameLogic.Combat.Buff
 
- {
 
-     /// <summary>
 
-     /// 灼热:每秒对敌人照成火属性灼烧伤害,满层后敌人获得灼痛,有灼痛时不在获得
 
-     /// </summary>
 
-     public class b_1005 : BuffBasic
 
-     {
 
-         private float _time;
 
-         protected override void ProInit()
 
-         {
 
-            
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             _time += t;
 
-             if (_time >= 1)
 
-             {
 
-                 _time -= 1;
 
-                 float harmbl = buffCount * buffInf.BuffConfig.effectValue[0];
 
-                 long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(
 
-                     source.CurrCombatHeroInfo.attack.Value, harmbl);
 
-                 CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
 
-                     WuXingType.Fire,null,HarmType.Buff);
 
-             }
 
-         }
 
-         protected override void ProUpdateEffect()
 
-         {
 
-             if (buffCount >= buffInf.BuffConfig.overlayCount) //最大叠加数量
 
-             {
 
-                 b_1010 b1010 = combatHeroEntity.BuffControl.GetBuffBasicForType<b_1010>();
 
-                 if (b1010 != null)
 
-                 {
 
-                     return;
 
-                 }
 
-                 BuffInfo buffInfo = BuffInfo.GetBuffInfo(10101, 1);
 
-                 combatHeroEntity.BuffControl.AddBuff(source, buffInfo);
 
-                 // combatHeroEntity.BuffControl.RemoveBuff(this);
 
-             }
 
-         }
 
-      
 
-         protected override void ProDormancyObj()
 
-         {
 
-            
 
-         }
 
-     }
 
- }
 
 
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