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CTT/Server/Hotfix/Game/SkillSystem/NewSkill/Component/SkillOptions/SkillOptionLogic_吸血.cs

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2021-04-08 20:09:59 +08:00
using Cal;
namespace ET
{
public class SkillOptionLogic_ : SkillOptionLogicBase
{
public override SkillOptionType skillOptionType => SkillOptionType.;
public override SkillOptionBase skillOptionBase { get; set; }
SkillOption_ skillOption;
public override void HandleEvent(ISkillSender skillSender)
{
skillOption = skillOptionBase.As<SkillOption_>();
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SelectTargetHelper.GetTarget(skillOption.selectTarget, skillSender, Action);
}
private async ETTask Action(Unit target, ISkillSender skillSender)
{
Unit owner = skillSender.caster;
AttackComponent attacker = owner.GetComponent<AttackComponent>();
BallisticData damageData = attacker.GetAttackData();
if (!SkillHelper.GetParam(this.skillOption.param, skillSender.skillConfigId, out float value))
return;
damageData.ChangeValue(damageData.value * value / 100);
attacker.TreatTarget(target, damageData, skillSender);
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}
}
}