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; using CommonLang; namespace XmdsCommonSkill.Plugin.Buffs { /// /// 攻击恢复已损失生命百分比 /// public class XmdsBuff_AttackAddHPExt : XmdsBuffBase { public float recoverHp = 0; //避免这一次攻击就会回血 private long mBuffStartTriggerTime = 0; private int mHandleUUID = 0; public override int GetAbilityID() { return (int)XmdsCommon.Plugin.XmdsBuffProperties.XmdsBuffAbility.Attack_AddHPEXT; } public override void CopyTo(UnitBuff other) { var ret = other as XmdsBuff_AttackAddHPExt; ret.recoverHp = this.recoverHp; base.CopyTo(other); } protected override void OnBuffBegin(XmdsCommonServer.Plugin.XmdsVirtual hitter, XmdsCommonServer.Plugin.XmdsVirtual attacker, InstanceUnit.BuffState state) { //注册监听. mHandleUUID = hitter.RegistOnHitOther(OnHandlerHitOther, null); this.mBuffStartTriggerTime = CommonLang.CUtils.localTimeMS + 200; } protected override void OnBuffEnd(XmdsCommonServer.Plugin.XmdsVirtual hitter, InstanceUnit.BuffState state, bool replace) { //取消监听. hitter.UnRegistOnHitOther(mHandleUUID); } //单位被攻击时,判断是否符合条件触发BUFF效果. private float OnHandlerHitOther(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source, ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch) { long lStarttime = CommonLang.CUtils.localTimeMS; if (damage > 0 && this.recoverHp > 0 && this.mBuffStartTriggerTime < lStarttime && damageType == DamageType.Damage) { int baseAddHP = CUtils.CastInt((attacker.mUnit.MaxHP - attacker.mUnit.CurrentHP) * this.recoverHp); if(baseAddHP > 0) { attacker.mUnit.AddHP(baseAddHP, attacker.mUnit); } } return damage; } protected override void OnDispose() { base.OnDispose(); } } }