| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051 | 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);            harm += CombatCalculateTool.Instance.GetVlaueRatioForLong(                harm, source.CurrCombatHeroInfo.Metal_Proficient);            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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