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- using Common.Utility.CombatEvent;
- using Fort23.Core;
- using GameLogic.Combat.Buff;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 死亡时恢复30%最大生命
- /// </summary>
- public class S60106 : SkillBasic
- {
- private int count;
- public event System.Action OnResurrected;
- protected override void ProActiveSkill()
- {
- count = 0;
- CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
- }
- private void HeroInjured(IEventData iEventData)
- {
- if (count > 0)
- {
- return;
- }
- HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;
- if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
- {
- if (CombatHeroEntity.CurrCombatHeroInfo.hp <= 0)
- {
- count++;
- long hp= CombatHeroEntity.MaxCombatHeroInfo.hp.Value;
- long addHp = CombatCalculateTool.Instance.GetVlaueRatioForLong(hp, effectValue[0]);
- CombatCalculateTool.Instance.Recover(CombatHeroEntity,
- CombatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), addHp, AttType.Skill, HarmType.Default,
- triggerData);
- OnResurrected?.Invoke();
- }
- }
- }
- protected override void ProDispose()
- {
- OnResurrected = null;
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
- }
- protected override void ProUseSkill()
- {
- }
- }
- }
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