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

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using System.Collections.Generic;
using Cal;
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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_>();
SelectTargetHelper.GetTarget(skillOption.selectTarget, skillSender, (target, skillSender) =>
{
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Unit owner = skillSender.caster;
AttackComponent attacker = owner.GetComponent<AttackComponent>();
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bool isCrit = false;
ModifierSkillSender modifierSkillSender = default;
ModifierLogic modifierLogic = null;
BattleHelper.Calculate(SkillDamageType., skillSender, target, skillOption.treatCalculate_Self, skillOption.treatCalculate_Target, out BallisticData data);
float finalValue = data.value;
if (skillSender is ModifierSkillSender _modifierSkillSender)
{
modifierLogic = _modifierSkillSender.modifierLogic;
if (modifierLogic != null)
{
finalValue *= modifierLogic.overlay;
isCrit = skillOption.isCritEvent && data.isCrit;
if (isCrit)
modifierSkillSender = _modifierSkillSender;
}
}
data.ChangeValue(finalValue);
attacker.TreatTarget(target, data, skillSender);
if (isCrit)
{
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Dictionary<ModifierEventCondition, SkillOptionBase[]> dic = modifierLogic.modifierConfig.modifierEventDic;
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if (dic != null &&
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dic.TryGetValue(ModifierEventCondition.modifier, out SkillOptionBase[] optionBaseList1))
foreach (SkillOptionBase item in optionBaseList1)
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{
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SkillOptionLogicBase skillOptionLogicBase = SkillOptionFactory.AcquireSkillOptionLogic(item);
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modifierLogic.skillLogic.skillOptionLogics.Add(skillOptionLogicBase);
skillOptionLogicBase.HandleEvent(modifierSkillSender);
}
if (dic != null &&
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dic.TryGetValue(ModifierEventCondition.modifier, out SkillOptionBase[] optionBaseList2))
foreach (SkillOptionBase item in optionBaseList2)
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{
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SkillOptionLogicBase skillOptionLogicBase = SkillOptionFactory.AcquireSkillOptionLogic(item);
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modifierLogic.skillLogic.skillOptionLogics.Add(skillOptionLogicBase);
skillOptionLogicBase.HandleEvent(modifierSkillSender);
}
}
});
}
}
}