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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using Common.Utility.CombatEvent;
 
- using Fort23.Core;
 
- using GameLogic.Combat.Buff;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using UnityEngine;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     /// <summary>
 
-     /// 冰魄牢域(生命值低于50%释放,一局释放一次)
 
-     /// 神龟仰天长吼,跺脚几下,整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,
 
-     /// 寒气每叠到{0}层时,消耗所有层寒气对敌人照成{0}秒的冰冻效果
 
-     /// </summary>
 
-     public class S9024 : SkillBasic
 
-     {
 
-         private bool isUse;
 
-         private TimeLineEventLogicGroupBasic _loopTimeLine;
 
-         protected override void ProActiveSkill()
 
-         {
 
-             isUse = false;
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
 
-         }
 
-         protected override void ProDispose()
 
-         {
 
-             if (_loopTimeLine != null)
 
-             {
 
-                 _loopTimeLine.CloseLoopFx();
 
-             }
 
-             _loopTimeLine = null;
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
 
-             // base.ProDispose();
 
-         }
 
-         private void HeroInjured(IEventData data)
 
-         {
 
-             HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
 
-             if (isUse)
 
-             {
 
-                 if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity&&!heroInjuredEventData.HarmReturnInfo.attType.HasFlag(AttType.Buff))
 
-                 {
 
-                     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1,this);
 
-                     heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
 
-                 }
 
-                 return;
 
-             }
 
-            
 
-             if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
 
-             {
 
-                 float bl = CombatHeroEntity.CurrCombatHeroInfo.hp.Value * 1.0f /
 
-                            CombatHeroEntity.MaxCombatHeroInfo.hp.Value;
 
-                 if (bl * 100 < effectValue[0])
 
-                 {
 
-                     CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().AddCommandSkill(this);
 
-                     isUse = true;
 
-                     //触发技能
 
-                     
 
-                 }
 
-             }
 
-         }
 
-   
 
-         protected override void ProUseSkill()
 
-         {
 
-             _loopTimeLine=  ActivationTimeLineData("9024");
 
-         }
 
-         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData, ISkillFeatures skillFeatures)
 
-         {
 
-         }
 
-     }
 
- }
 
 
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