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- using UnityEngine;
- using System.Collections;
- public class HealHP : TickFunctionEvent
- {
- public static HealHP Creator(BuffFunctionData data)
- {
- return new HealHP(data);
- }
- public HealHP(BuffFunctionData data) : base(data)
- {
- }
- public override void Enter(Fighter fighter)
- {
- base.Enter(fighter);
- if (!fighter.IsAlive) return;
- int addHp = (int)(fighter.GetBuffFunctionValue(Buff_Function_Type.Heal_Target_HP_Change_Value) * (1+ fighter.GetBuffPercentValue(Buff_Function_Type.Heal_Change_Percent)));
- fighter.Life += addHp;
- if (Caster != null)
- {
- EventMgr.DispatchEvent<Fighter>(new CoreEvent<Fighter>(ECoreEventType.EID_Fighter_Treatment, mCaster));
- if (Caster.Statistics != null)
- Caster.Statistics.StatHealInfo(Caster, addHp);
- if (addHp > 0)
- Caster.Battle.Output(OutputType.Heal, Caster, fighter, SkillName, (int)addHp);
- }
- if (addHp > 0)
- EventMgr.DispatchEvent<object[]>(new CoreEvent<object[]>(ECoreEventType.EID_FIGHTER_HEAL, new object[] { fighter, addHp }));
- }
- }
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