| 123456789101112131415161718192021222324252627282930313233343536 | using GameLogic.Combat.CombatTool;using GameLogic.Player;namespace GameLogic.Combat.Buff{    /// <summary>    /// 细尘 每一层土沙降低敌人{0}防御    /// </summary>    public class b_1013 : BuffBasic    {        /// <summary>        /// 额外效果         /// </summary>        public float extraEffect;        private long _addValue;        protected override void ProUpdateEffect()        {            combatHeroEntity.CurrCombatHeroInfo.defense += _addValue;            _addValue = 0;            float b = buffCount * (BuffConfig.effectValue[0]);            b += CombatCalculateTool.Instance.GetVlaueRatioForFloat(b, extraEffect);            _addValue = CombatCalculateTool.Instance.GetVlaueRatioForLong(                combatHeroEntity.MaxCombatHeroInfo.defense.Value, b );            combatHeroEntity.CurrCombatHeroInfo.defense -= _addValue;        }        protected override void ProDormancyObj()        {            combatHeroEntity.CurrCombatHeroInfo.defense += _addValue;            _addValue = 0;        }    }}
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