| 12345678910111213141516171819202122232425262728293031323334353637383940414243 | using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.Buff;namespace GameLogic.Combat.Skill{    /// <summary>    /// 金煞决    ///前方功法对敌人照成伤害时额施加一层流血    /// </summary>    public class S2012 : SkillBasic    {        protected override void ProActiveSkill()        {            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);        }        protected override void ProDispose()        {            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);        }        private void HeroInjured(IEventData iEventData)        {            HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;            if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity &&                heroInjuredEventData.HarmReturnInfo.isHitHero)            {                SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;                if (skillBasic != null && IsPassiveActivateSkill(skillBasic))                {                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1,skillBasic);                    heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity,                        buffInfo);                }            }        }        protected override void ProUseSkill()        {        }    }}
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