using CommonAI.Data; using CommonAI.Zone; using CommonAI.Zone.Helper; using CommonAI.Zone.Instance; using CommonLang; using System; using System.Collections.Generic; using XmdsCommon.Plugin; using XmdsCommonServer.Plugin; using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills; using XmdsCommonServer.XLS.Data; using XmdsCommonSkill.Plugin.Buffs; using XmdsCommonSkill.Plugin.Interface; using XmdsCommonSkill.Plugin.PassiveSkills.Magic; using static CommonAI.Zone.Instance.InstanceUnit; using static XmdsCommonSkill.Plugin.Buffs.XmdsBuff_SwordShadow; using static XmdsCommonSkill.Plugin.Interface.ComSpellTemplate; using static XmdsCommonSkill.Plugin.Skills.XmdsSummonBase; namespace XmdsCommonSkill.Plugin.Skills.Magic { /// ///蛛网召唤 /// public class Dungeon_911000 : XmdsSummonBase_PassiveSkill { public static readonly int ID = 911000; public override int SkillID { get { return ID; } } private int mRefreshCD; private int mTimePass; protected override void OnUpdate(int intervalMS, bool slowRefresh) { this.mTimePass += intervalMS; if(this.mRefreshCD > 0 && this.mTimePass > this.mRefreshCD) { this.mTimePass = 0; base.SummonUnit(); } } protected override void DoInitConfig() { XmdsSkillData data = base.InitSummonConfig(SummonType.MoveToMaster); XmdsSkillValue value1; InitData(data, out value1, XmdsSkillData.XmdsSkillDataKey.CDTime); this.mRefreshCD = value1.GetValue(); } } }