using CommonAI.Zone.Instance; using CommonAI.Zone.Formula; using System; using System.Collections.Generic; using System.Linq; using System.Text; using XmdsCommon.Plugin; using XmdsCommonServer.Plugin; using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills; using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator; using CommonAI.Data; namespace XmdsCommonSkill.Plugin.Buffs { /// /// 烙印标记,发送者对其伤害提高 /// public class XmdsBuff_Brand_2 : XmdsBuffBase { /// /// BUFF效果,正值为扣血,负值为抵伤. /// public int BuffValue; private int mHandleUUID = 0; //发送者id private uint mSenderID = 0; public override int GetAbilityID() { return (int)XmdsCommon.Plugin.XmdsBuffProperties.XmdsBuffAbility.Brand_2; } public override void CopyTo(UnitBuff other) { var ret = other as XmdsBuff_Brand_2; ret.BuffValue = this.BuffValue; base.CopyTo(other); } protected override void OnBuffBegin(XmdsCommonServer.Plugin.XmdsVirtual hitter, XmdsCommonServer.Plugin.XmdsVirtual attacker, InstanceUnit.BuffState state) { //注册监听. mHandleUUID = hitter.RegistOnHitDamage(OnHandleHitDmage, null); mSenderID = attacker.mUnit.ID; } protected override void OnBuffEnd(XmdsCommonServer.Plugin.XmdsVirtual hitter, InstanceUnit.BuffState state, bool replace) { //取消监听. hitter.UnRegistOnHitDamage(mHandleUUID); } //单位被攻击时,判断是否符合条件触发BUFF效果. private float OnHandleHitDmage(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source, ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch) { if(mSenderID == attacker.mUnit.ID) { damage = damage * XmdsUnitProp.PER * (XmdsDamageCalculator.PERER + this.BuffValue); } return damage; } protected override void OnDispose() { base.OnDispose(); } } }