S2012.cs 1.4 KB

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  1. using Common.Utility.CombatEvent;
  2. using Fort23.Core;
  3. using GameLogic.Combat.Buff;
  4. namespace GameLogic.Combat.Skill
  5. {
  6. /// <summary>
  7. /// 金煞决
  8. ///前方功法对敌人照成伤害时额施加一层流血
  9. /// </summary>
  10. public class S2012 : SkillBasic
  11. {
  12. protected override void ProActiveSkill()
  13. {
  14. CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
  15. }
  16. protected override void ProDispose()
  17. {
  18. CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
  19. }
  20. private void HeroInjured(IEventData iEventData)
  21. {
  22. HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;
  23. if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity &&
  24. heroInjuredEventData.HarmReturnInfo.isHitHero)
  25. {
  26. SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
  27. if (skillBasic != null && IsPassiveActivateSkill(skillBasic))
  28. {
  29. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1);
  30. heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity,
  31. buffInfo);
  32. }
  33. }
  34. }
  35. protected override void ProUseSkill()
  36. {
  37. }
  38. }
  39. }