using CommonAI.Data; using CommonAI.Zone; using CommonAI.Zone.Formula; using CommonAI.Zone.Instance; using CommonLang; using XmdsCommon.Plugin; using XmdsCommonServer.Plugin; using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills; namespace XmdsCommonSkill.Plugin.Buffs { /// Description: 治疗. public class XmdsBuff_AddHP : XmdsBuffBase { public int ChangeValue = 0; public bool RemoveOnHit = false; private int UUID = 0; public override int GetAbilityID() { return (int)XmdsCommon.Plugin.XmdsBuffProperties.XmdsBuffAbility.AddHP; } public override void CopyTo(UnitBuff other) { var ret = other as XmdsBuff_AddHP; ret.ChangeValue = ChangeValue; ret.RemoveOnHit = RemoveOnHit; base.CopyTo(other); } protected override void OnBindTemplate(ref BuffTemplate buffTemplate) { //DOT类技能首帧无效. //buffTemplate.FirstTimeEnable = false; base.OnBindTemplate(ref buffTemplate); } public override void BuffUpdate(XmdsVirtual unit, InstanceUnit.BuffState state) { //为自己加血. unit.AddHP(ChangeValue, state.Sender); } public override void BuffBegin(XmdsVirtual hitter, XmdsVirtual attacker, InstanceUnit.BuffState state) { if (RemoveOnHit) { UUID = hitter.RegistOnHitDamage(OnUnitHitEvent, null); } } public override void BuffEnd(XmdsVirtual hitter, InstanceUnit.BuffState state, bool replace) { if (RemoveOnHit) { hitter.UnRegistOnHitDamage(UUID); } } //被打监听. protected virtual float OnUnitHitEvent(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source, ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch) { //大于0位伤害. if (damage > 0) { hitted.mUnit.removeBuff(BindBuffID); } return damage; } protected override void OnDispose() { base.OnDispose(); } } }