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							- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Player;
 
- using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 
- namespace GameLogic.Combat.Buff
 
- {
 
-     /// <summary>
 
-     /// 敌人持续流血{0}金属性伤害,满层后照成流血,并清除层数
 
-     /// </summary>
 
-     public class b_1011 : BuffBasic
 
-     {
 
-         protected override void ProInit()
 
-         {
 
-             _jianGe = 1;
 
-         }
 
-         protected override void UpdateJumping()
 
-         {
 
-             float addHarm = buffInf.BuffConfig.effectValue[0];
 
-             b_1012 b1012 = combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();
 
-             if (b1012 != null)
 
-             {
 
-                 addHarm += CombatCalculateTool.Instance.GetVlaueRatioForFloat(addHarm,
 
-                     b1012.buffInf.BuffConfig.effectValue[1]);
 
-             }
 
-             long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(source.CurrCombatHeroInfo.attack.Value,
 
-                 addHarm);
 
-             CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
 
-                 WuXingType.Gold,null);
 
-         }
 
-         protected override void ProUpdateEffect()
 
-         {
 
-             if (buffCount >= buffInf.BuffConfig.overlayCount) //最大叠加数量
 
-             {
 
-                 b_1012 b1012 = combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();
 
-                 if (b1012 != null)
 
-                 {
 
-                     return;
 
-                 }
 
-                 BuffInfo buffInfo = BuffInfo.GetBuffInfo(10121, 1);
 
-                 combatHeroEntity.BuffControl.AddBuff(source, buffInfo);
 
-                 combatHeroEntity.BuffControl.RemoveBuff(this);
 
-             }
 
-         }
 
-     }
 
- }
 
 
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