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- using Common.Utility.CombatEvent;
- using Fort23.Core;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Player;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 前方功法照成伤害时有5%概率施加一层对应属性的伤势
- /// </summary>
- public class S501501 : SkillBasic
- {
- protected override void ProUseSkill()
- {
- }
- protected override void ProDispose()
- {
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
- }
- protected override void ProActiveSkill()
- {
- CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
- }
- private void HeroInjured(IEventData iEventData)
- {
- HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;
- if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity)
- {
- SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
- if (skillBasic != null && skillBasic.SelfSkillConfig.SkillType == 1 && skillBasic.index + 1 == index)
- {
- int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
- if (odds < 5)
- {
- switch (skillBasic.wuXingType)
- {
- case WuXingType.Fire:
- heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo
- .Fire_Injury += 1;
- break;
- case WuXingType.Wood:
- heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo
- .Wood_Injury += 1;
- break;
- case WuXingType.Water:
- heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo
- .Water_Injury += 1;
- break;
- case WuXingType.Earth:
- heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo
- .Earth_Injury += 1;
- break;
- case WuXingType.Gold:
- heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo
- .Metal_Injury += 1;
- break;
- }
- }
- }
- }
- }
- }
- }
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