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- using CommonAI.Data;
- using CommonAI.Zone;
- using CommonAI.Zone.Formula;
- using CommonAI.Zone.Instance;
- using System;
- using XmdsCommon.Plugin;
- using XmdsCommonServer.Plugin;
- using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
- using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills;
- namespace XmdsCommonSkill.Plugin.Buffs
- {
- /// <summary>
- ///BUFF:锁血
- /// </summary>
- public class XmdsBuff_LockHP : XmdsBuffBase
- {
- /// <summary>
- ///填正值为扣血.
- /// </summary>
- public int lockHP = 0;
- private int UUID = 0;
- public override int GetAbilityID()
- {
- return (int)XmdsCommon.Plugin.XmdsBuffProperties.XmdsBuffAbility.Lock_HP;
- }
- public override void CopyTo(UnitBuff other)
- {
- var ret = other as XmdsBuff_LockHP;
- ret.lockHP = this.lockHP;
- base.CopyTo(other);
- }
- protected override void OnBindTemplate(ref BuffTemplate buffTemplate)
- {
- //DOT类技能首帧无效.
- buffTemplate.FirstTimeEnable = false;
- base.OnBindTemplate(ref buffTemplate);
- }
- public override void BuffBegin(XmdsVirtual hitter, XmdsVirtual attacker, InstanceUnit.BuffState state)
- {
- UUID = hitter.RegistOnHitDamage(OnUnitHitEvent, null, true);
- }
- public override void BuffEnd(XmdsVirtual hitter, InstanceUnit.BuffState state, bool replace)
- {
- hitter.UnRegistOnHitDamage(UUID);
- }
- //被打监听.
- protected virtual float OnUnitHitEvent(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source,
- ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch)
- {
- //伤害减免
- if(hitted.mUnit.CurrentHP - damage < lockHP)
- {
- if (BuffInvaildCheck())
- {
- hitted.mUnit.removeBuff(BindBuffID);
- }
- source.OutClientState = (byte)XmdsCommonServer.Plugin.XmdsVirtual.UnitHitEventState.Absorb;
- damage = Math.Max(0, hitted.mUnit.CurrentHP - lockHP);
- }
- return damage;
- }
- }
- }
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