using CommonAI.Zone;
using XmdsCommon.Plugin;
using XmdsCommonServer.Plugin;
using XmdsCommonSkill.Plugin.Buffs;
using XmdsCommonServer.XLS.Data;
namespace XmdsCommonSkill.Plugin.Skills.Assassin
{
///
/// 暗影之刃:命中目标之后,暗影之刃会对敌人造成多次伤害,每次造成x倍物攻伤害附加x物理伤害. //,并且暗影之刃会标记目标秒.
/// 伤害通过buff多次伤害,故此处buff没有生效概率,百分百起效.
///
public class Assassin_200020 : XmdsSkillBase
{
public static int ID = 200020;
/// 伤害倍数.
public static XmdsSkillValue DP_1;
// 暗影之刃 造成的多次伤害.
public static int Buff_2 = (int)XmdsBuffBase.XmdsBuffList.AN_YIN_ZHI_REN;
public static int BuffLifeTime = 2500; // 此buff用来实现多段伤害,故buffTime固定在编辑器里,此处不做配置表获取.
public override int SkillID { get { return ID; } }
protected override void OnSkillDamagePerEvent(BattleParams param)
{
int ret = CalDamagePer(DP_1, param.GameSkill.SkillLevel);
param.SkillDamagePer = ret;
}
protected override void OnSkillLogicEvent(BattleParams param)
{
// 添加buff
if (param.AtkProp.DamagePerID == 1)
{
//标记.
//param.Hitter.mUnit.AddBuff(Buff_1, param.Attacker.mUnit);
//伤害.
XmdsBuffBase b3 = (XmdsBuffBase)param.Attacker.GetRegisBuffVirtual(Buff_2, 0);
b3.SetOnHitCallBack(param.GameSkill, OnXmdsBuffHitEvent);
param.Hitter.mUnit.AddBuff(Buff_2, param.Attacker.mUnit);
param.UseDamageType = CommonAI.Data.DamageType.None;
}
//纯计算伤害.
else if (param.AtkProp.DamagePerID == 2) { }
}
///
/// 初始化.
///
protected override void OnInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template)
{
//多段伤害实现.
XmdsBuffPack pack = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_2);
BuffTemplate bt = pack.mBuffTemplate;
bt.LifeTimeMS = BuffLifeTime;
bt.IsHarmful = true;
pack.BindTemplateAndDispose();
unit.RegistSendBuff(bt);
}
private void OnXmdsBuffHitEvent(BattleParams param)
{
//重新
this.OnDoSkillHitProcess(ref param);
}
protected override void OnInitSkillParam()
{
XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID);
InitData(data, out DP_1, XmdsSkillData.XmdsSkillDataKey.DmgRate);
}
}
}