| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 缠绕    /// 敌人脚下生长出藤蔓,将敌人捆住。{0}秒内不能行动(功法不在释放和填充),受到木灵之子的攻击伤害+{1}%    /// </summary>    public class S9064 : SkillBasic    {        private float _currTime;        private bool _isUpdate;        protected override void ProUseSkill()        {            _currTime = 0;            _isUpdate = true;        }        protected override void ProActiveSkill()        {            CombatEventManager.Instance.AddEventListener(CombatEventType.StartInjured, StartInjured);        }        private void StartInjured(IEventData data)        {            if (!_isUpdate)            {                return;            }            StartInjuredEventData startInjuredEventData = data as StartInjuredEventData;            //如果是木桩 伤害增加        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData, ISkillFeatures skillFeatures)        {        }        protected override void ProCombatUpdate(float time)        {            if (!_isUpdate)            {                return;            }            _currTime += time;            if (_currTime > effectValue[0])            {                _isUpdate = false;            }        }    }}
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