Boss_90108.cs 2.8 KB

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  1. using CommonAI.Zone.Helper;
  2. using CommonAI.Zone.Instance;
  3. using XmdsCommonServer.Plugin;
  4. using XmdsCommonServer.XLS.Data;
  5. using XmdsCommonSkill.Plugin.Buffs;
  6. using System;
  7. using static CommonAI.Zone.Instance.InstanceUnit;
  8. using XmdsCommon.Plugin;
  9. using CommonAI.Zone;
  10. using XmdsCommonServer.Plugin.Units;
  11. using CommonAI.Zone.Formula;
  12. using XmdsCommonSkill.Plugin.Skills;
  13. using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
  14. using CommonAI.Data;
  15. using CommonLang;
  16. namespace XmdsCommonSkill.Plugin.PassiveSkills.Remedy
  17. {
  18. /// <summary>
  19. /// boss - 1 - 灵气护体
  20. /// (当灵兽血量降低到50%时,BOSS召唤一个护盾,护盾存在期间BOSS防御增加,护盾击破前BOSS不再掉血。击破护盾后N秒内BOSS会再次召唤一个护盾)
  21. /// </summary>
  22. class Boss_90108 : XmdsPassiveSkillBase
  23. {
  24. public static readonly int ID = 90108;
  25. private static readonly int Buff_ID = (int)XmdsBuffBase.XmdsBuffList.BOSS_HUDUN_DEFENCE;
  26. private int mUUID_1 = 0;
  27. // 下一次回血触发时间
  28. private long mNextTrrigerTime = 0;
  29. private static XmdsSkillValue valueSet1; // 护盾时间间隔
  30. private static XmdsSkillValue valueSet2; // 护盾系数
  31. private static XmdsSkillValue valueSet3; // 护盾CD
  32. public override int SkillID {get{return ID;}}
  33. protected override void OnInit(GameSkill skillInfo, XmdsVirtual owner)
  34. {
  35. //护盾
  36. var pack = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_ID);
  37. var buff = pack.GetXmdsBuff(XmdsBuffProperties.XmdsBuffAbility.SHIELD_AbsorbDamage) as XmdsBuff_Shield_AbsorbDamage;
  38. buff.AbsorbDamageSum = CUtils.CastInt(owner.MirrorProp.MaxHP * XmdsUnitProp.PER * valueSet2.GetValue());
  39. pack.mBuffTemplate.LifeTimeMS = valueSet3.GetValue();
  40. var bt2 = pack.mBuffTemplate;
  41. pack.BindTemplateAndDispose();
  42. owner.RegistSendBuff(bt2);
  43. mUUID_1 = owner.RegistOnHitDamage(OnHandleHitDmage, skillInfo, true);
  44. }
  45. private float OnHandleHitDmage(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source,
  46. ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch)
  47. {
  48. long localTime = CommonLang.CUtils.localTimeMS;
  49. if (mNextTrrigerTime < localTime)
  50. {
  51. mNextTrrigerTime = localTime + valueSet1.GetValue();
  52. hitted.mUnit.AddBuff(Buff_ID);
  53. }
  54. return damage;
  55. }
  56. protected override void OnInitSkillParam()
  57. {
  58. XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID);
  59. InitData(data, out valueSet1, XmdsSkillData.XmdsSkillDataKey.ValueSet);
  60. InitData(data, out valueSet2, XmdsSkillData.XmdsSkillDataKey.ValueSet2);
  61. InitData(data, out valueSet3, XmdsSkillData.XmdsSkillDataKey.ValueSet3);
  62. }
  63. protected override void OnDispose(XmdsVirtual owner)
  64. {
  65. owner.UnRegistOnHitDamage(mUUID_1);
  66. }
  67. }
  68. }