XmdsBuff_Brand_1.cs 2.5 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283
  1. using CommonAI.Zone.Instance;
  2. using CommonAI.Zone.Formula;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using System.Text;
  7. using XmdsCommon.Plugin;
  8. using XmdsCommonServer.Plugin;
  9. using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills;
  10. using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
  11. using CommonAI.Data;
  12. namespace XmdsCommonSkill.Plugin.Buffs
  13. {
  14. /// <summary>
  15. /// 烙印标记,再次攻击触发(法师2-2特殊机制,其他暂时不用吧)
  16. /// </summary>
  17. public class XmdsBuff_Brand_1 : XmdsBuffBase
  18. {
  19. /// BUFF效果,正值为扣血,负值为抵伤.
  20. public int BuffValue;
  21. //前N次伤害忽视(buff是伤害造成的,所以一般要去掉首次的判断)
  22. public int damgeIngoreTimes = 0;
  23. //发送者id
  24. private uint mSenderID = 0;
  25. private int mHandleUUID = 0;
  26. public override int GetAbilityID()
  27. {
  28. return (int)XmdsCommon.Plugin.XmdsBuffProperties.XmdsBuffAbility.Brand_1;
  29. }
  30. public override void CopyTo(UnitBuff other)
  31. {
  32. var ret = other as XmdsBuff_Brand_1;
  33. ret.BuffValue = this.BuffValue;
  34. ret.damgeIngoreTimes = this.damgeIngoreTimes;
  35. base.CopyTo(other);
  36. }
  37. protected override void OnBuffBegin(XmdsCommonServer.Plugin.XmdsVirtual hitter, XmdsCommonServer.Plugin.XmdsVirtual attacker, InstanceUnit.BuffState state)
  38. {
  39. //注册监听.
  40. mHandleUUID = hitter.RegistOnHitDamage(OnHandleHitDmage, null);
  41. mSenderID = attacker.mUnit.ID;
  42. }
  43. protected override void OnBuffEnd(XmdsCommonServer.Plugin.XmdsVirtual hitter, InstanceUnit.BuffState state, bool replace)
  44. {
  45. //取消监听.
  46. hitter.UnRegistOnHitDamage(mHandleUUID);
  47. }
  48. //单位被攻击时,判断是否符合条件触发BUFF效果.
  49. private float OnHandleHitDmage(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source,
  50. ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch)
  51. {
  52. int flag = source.Attack == null ? 0 : source.Attack.Properties.GetAttackID() / 100;
  53. if(flag != 3101 && flag != 3105)
  54. {
  55. return damage;
  56. }
  57. --damgeIngoreTimes;
  58. if (mSenderID == attacker.mUnit.ID && (damgeIngoreTimes <= 0))
  59. {
  60. hitted.mUnit.removeBuff(BindBuffID);
  61. hitted.mUnit.AddHP(-this.BuffValue, attacker.mUnit);
  62. }
  63. return damage ;
  64. }
  65. protected override void OnDispose()
  66. {
  67. base.OnDispose();
  68. }
  69. }
  70. }