| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950 | using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.CombatTool;using GameLogic.Player;using UnityEngine;namespace GameLogic.Combat.Buff{    /// <summary>    /// 鼠疫    /// 敌人受到每秒受到{0}*层数的伤害,持续期间攻击力降低{1}*层数    /// </summary>    public class b_1017 : BuffBasic    {        /// <summary>        /// 添加的攻击力        /// </summary>        private long addAtt;        protected override void ProInit()        {            _jianGe = 1;        }        protected override void UpdateJumping()        {            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.Null, null, HarmType.Buff);        }        protected override void ProUpdateEffect()        {            source.CurrCombatHeroInfo.attack += addAtt;            addAtt = 0;            float addAttbl = buffCount * buffInf.BuffConfig.effectValue[1];            addAtt = CombatCalculateTool.Instance.GetVlaueRatioForLong(source.CurrCombatHeroInfo.attack.Value,                addAttbl);            source.CurrCombatHeroInfo.attack -= addAtt;        }        protected override void ProDormancyObj()        {            source.CurrCombatHeroInfo.attack += addAtt;            addAtt = 0;        }    }}
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