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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 OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     /// <summary>
 
-     /// 霜域新生(被动,只会生效一次) 凤凰在伤害还剩10%的时候会触发此技能,
 
-     /// 凤凰身体冰冻住并有一层寒气笼罩,期间凤凰不在受到任何伤害,并慢慢回血,
 
-     /// 直到恢复满,持续5秒左右吧,恢复满后凤凰所有灵根增加{0}。冰块爆开,
 
-     /// 生成一个冲击波,对当前场上所有的弹道照成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{1}枚冰锥冲向玩家,对玩家照成{2}伤害
 
-     /// </summary>
 
-     public class S9013 : SkillBasic
 
-     {
 
-         protected BuffBasic BuffBasic;
 
-         private bool isActiveFuHuo;
 
-         private int count;
 
-         private float _currTime;
 
-         protected long addHp;
 
-         protected override void ProActiveSkill()
 
-         {
 
-             count = 0;
 
-             isActiveFuHuo = false;
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
 
-         }
 
-         private void HeroInjured(IEventData data)
 
-         {
 
-             if (count > 0)
 
-             {
 
-                 return;
 
-             }
 
-             HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
 
-             if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
 
-             {
 
-                 float bl = CombatHeroEntity.CurrCombatHeroInfo.hp.Value * 1.0f /
 
-                            CombatHeroEntity.MaxCombatHeroInfo.hp.Value;
 
-                 if (bl * 100 < effectValue[0])
 
-                 {
 
-                     addHp = CombatCalculateTool.Instance.GetVlaueRatioForLong(
 
-                         CombatHeroEntity.MaxCombatHeroInfo.hp.Value, 10);
 
-                     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10151, -1, 1);
 
-                     BuffBasic = CombatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
 
-                     isActiveFuHuo = true;
 
-                     count++;
 
-                 }
 
-             }
 
-         }
 
-         protected override void ProUseSkill()
 
-         {
 
-         }
 
-         protected override void ProCombatUpdate(float time)
 
-         {
 
-             if (!isActiveFuHuo)
 
-             {
 
-                 return;
 
-             }
 
-             _currTime += time;
 
-             if (_currTime > 0.2f)
 
-             {
 
-                 Recover(CombatHeroEntity, CombatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), addHp, AttType.Skill);
 
-                 if (CombatHeroEntity.CurrCombatHeroInfo.hp.Value >= CombatHeroEntity.MaxCombatHeroInfo.hp.Value)
 
-                 {
 
-                     isActiveFuHuo = false;
 
-                     float v = effectValue[1];
 
-                     CombatHeroEntity.CurrCombatHeroInfo.Metal += v;
 
-                     CombatHeroEntity.CurrCombatHeroInfo.Wood += v;
 
-                     CombatHeroEntity.CurrCombatHeroInfo.Water += v;
 
-                     CombatHeroEntity.CurrCombatHeroInfo.Fire += v;
 
-                     CombatHeroEntity.CurrCombatHeroInfo.Earth += v;
 
-                     S9014 s9014 = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic<S9014>();
 
-                     if (s9014 != null)
 
-                     {
 
-                         s9014.isActive = true;
 
-                     }
 
-                     //完成
 
-                 }
 
-             }
 
-         }
 
-         protected void ProDefaultTimeLineTrigger_BaoZa(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData, ISkillFeatures skillFeatures)
 
-         {
 
-             float harmBl = effectValue[0];
 
-             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
 
-                 harmBl);
 
-             HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
 
-                 AttType.Skill, triggerData,
 
-                 wuXingType, skillFeatures,
 
-                 HarmType.Default);
 
-         }
 
-     }
 
- }
 
 
  |