Warrior_110601.cs 3.8 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. namespace XmdsCommonSkill.Plugin.PassiveSkills.Warrior
  16. {
  17. /// <summary>
  18. /// 战士被动
  19. /// 荒原血统:每次受到伤害时,获得1层不屈效果:防御值提升1%,可叠加10层,持续5s(每次受伤持续时间刷新)未受伤害消失,下次重新叠加
  20. /// </summary>
  21. public class Warrior_110601 : XmdsPassiveSkillBase
  22. {
  23. /// 技能ID.
  24. public static int ID = 110601;
  25. public override int SkillID { get { return ID; } }
  26. private static int Buff_ID = (int)XmdsBuffBase.XmdsBuffList.HUANYUAN_SZ_6; // 荒原血统
  27. //被动数值
  28. protected static XmdsSkillValue valueSet;
  29. // buff时间
  30. protected static XmdsSkillValue valueSet2;
  31. // 妖兽伤害减免
  32. protected static XmdsSkillValue valueSet3;
  33. //减伤比例
  34. private static float mMonsterDmgPrecent;
  35. private int mUUID_1 = 0;
  36. //获得天赋buff2
  37. public static int GetTalentBufID() { return Warrior_110601.Buff_ID; }
  38. protected override void OnInit(GameSkill skillInfo, XmdsVirtual owner)
  39. {
  40. XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID);
  41. //荒原血统
  42. XmdsBuffPack pack = XmdsBuffFactory.GetInstance().GetXmdsBuffPack(Buff_ID);
  43. XmdsBuff_PropChange buff = (XmdsBuff_PropChange)pack.GetXmdsBuff(XmdsBuffProperties.XmdsBuffAbility.PropChange);
  44. buff.IsPercent = true;
  45. buff.CurentChangeType = XmdsVirtual.UnitAttributeType.Defence;
  46. buff.CurrentValue = valueSet.GetValue(skillInfo.GetPassiveLevel());
  47. BuffTemplate bt = pack.mBuffTemplate;
  48. bt.IsHarmful = false;
  49. bt.LifeTimeMS = valueSet2.GetValue(skillInfo.GetPassiveLevel());
  50. pack.BindTemplateAndDispose();
  51. owner.RegistSendBuff(bt);
  52. //收到攻击监听注册
  53. mUUID_1 = owner.RegistOnHitDamage(OnHandleOnHitDamage, skillInfo, true);
  54. mMonsterDmgPrecent = 1.0f - valueSet3.GetValue(skillInfo.GetPassiveLevel()) / XmdsDamageCalculator.PERER;
  55. }
  56. protected override void OnSkillDataChange(GameSkill gs, XmdsVirtual unit)
  57. {
  58. mMonsterDmgPrecent = 1.0f - valueSet3.GetValue(gs.GetPassiveLevel()) / XmdsDamageCalculator.PERER;
  59. var buff = unit.GetRegisBuffVirtual(Buff_ID) as XmdsBuff_PropChange;
  60. buff.CurrentValue = valueSet.GetValue(gs.GetPassiveLevel());
  61. var bt = unit.GetRegistBuff(Buff_ID);
  62. bt.LifeTimeMS = valueSet2.GetValue(gs.GetPassiveLevel());
  63. }
  64. //单位受击
  65. private float OnHandleOnHitDamage(float damage, XmdsVirtual hitter, XmdsVirtual attacker, AttackSource source,
  66. ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch)
  67. {
  68. if(damageType == DamageType.Damage)
  69. {
  70. hitter.mUnit.AddBuff(Buff_ID, hitter.mUnit);
  71. }
  72. // 妖兽免伤
  73. if (attacker.mUnit.IsMonster)
  74. {
  75. return damage * mMonsterDmgPrecent;
  76. }
  77. return damage;// * (XmdsDamageCalculator.PERER - buff.CurrentValue) * XmdsUnitProp.PER;
  78. }
  79. protected override void OnDispose(XmdsVirtual owner)
  80. {
  81. owner.UnRegistOnHitDamage(mUUID_1);
  82. }
  83. protected override void OnInitSkillParam()
  84. {
  85. XmdsSkillData data = XmdsDataMgr.GetInstance().GetXmdsSkillData(ID);
  86. InitData(data, out valueSet, XmdsSkillData.XmdsSkillDataKey.ValueSet);
  87. InitData(data, out valueSet2, XmdsSkillData.XmdsSkillDataKey.ValueSet2);
  88. InitData(data, out valueSet3, XmdsSkillData.XmdsSkillDataKey.ValueSet3);
  89. }
  90. }
  91. }