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using System;
using XUtliPoolLib;
namespace XMainClient
{
internal class XBuffReduceSkillCD : BuffEffect
{
private XBuff _buff = null;
private SequenceList<uint> _AllList = null;
public static bool TryCreate(CombatEffectHelper pEffectHelper, XBuff buff)
{
bool flag = pEffectHelper.BuffInfo.ReduceSkillCD.Count == 0 && !pEffectHelper.bHasEffect(CombatEffectType.CET_Buff_ReduceCD);
bool result;
if (flag)
{
result = false;
}
else
{
buff.AddEffect(new XBuffReduceSkillCD(buff));
result = true;
}
return result;
}
public XBuffReduceSkillCD(XBuff buff)
{
this._buff = buff;
}
private static void _SetSequenceList(SequenceList<uint> _AllList, CombatEffectHelper pEffectHelper)
{
_AllList.Reset(3);
bool flag = pEffectHelper.bHasEffect(CombatEffectType.CET_Buff_ReduceCD);
if (flag)
{
pEffectHelper.GetBuffReduceSkillCD(_AllList);
}
SeqListRef<string> reduceSkillCD = pEffectHelper.BuffInfo.ReduceSkillCD;
for (int i = 0; i < reduceSkillCD.Count; i++)
{
_AllList.Append(new uint[]
{
XSingleton<XCommon>.singleton.XHash(reduceSkillCD[i, 0]),
uint.Parse(reduceSkillCD[i, 1]),
string.IsNullOrEmpty(reduceSkillCD[i, 2]) ? 0u : uint.Parse(reduceSkillCD[i, 2])
});
}
}
public override void OnAdd(XEntity entity, CombatEffectHelper pEffectHelper)
{
bool isDummy = entity.IsDummy;
if (!isDummy)
{
this._AllList = CommonObjectPool<SequenceList<uint>>.Get();
XBuffReduceSkillCD._SetSequenceList(this._AllList, pEffectHelper);
XBuffReduceSkillCD.DoReduce(this._AllList, entity);
}
}
public override void OnRemove(XEntity entity, bool IsReplaced)
{
bool isDummy = entity.IsDummy;
if (!isDummy)
{
XBuffReduceSkillCD.UnDo(this._AllList, entity);
CommonObjectPool<SequenceList<uint>>.Release(this._AllList);
}
}
public static void DoReduce(SequenceList<uint> datas, XEntity entity)
{
bool flag = entity == null;
if (!flag)
{
XSkillMgr skillMgr = entity.SkillMgr;
bool flag2 = skillMgr == null;
if (!flag2)
{
for (int i = 0; i < datas.Count; i++)
{
uint id = datas[i, 0];
switch (datas[i, 2])
{
case 0u:
{
float delta = datas[i, 1] * 0.001f;
skillMgr.Accelerate(id, delta, false);
break;
}
case 1u:
{
float delta2 = datas[i, 1] * 0.01f;
skillMgr.Accelerate(id, delta2, true);
break;
}
case 2u:
{
float delta3 = datas[i, 1] * 0.01f;
skillMgr.AccelerateStaticCD(id, delta3);
break;
}
}
}
}
}
}
public static void UnDo(SequenceList<uint> datas, XEntity entity)
{
bool flag = entity == null;
if (!flag)
{
XSkillMgr skillMgr = entity.SkillMgr;
bool flag2 = skillMgr == null;
if (!flag2)
{
for (int i = 0; i < datas.Count; i++)
{
uint id = datas[i, 0];
uint num = datas[i, 2];
uint num2 = num;
if (num2 == 2u)
{
skillMgr.ResetStaticCD(id);
}
}
}
}
}
public static void DoReduce(int buffID, int buffLevel, XEntity entity)
{
bool flag = entity == null;
if (!flag)
{
BuffTable.RowData buffData = XSingleton<XBuffTemplateManager>.singleton.GetBuffData(buffID, buffLevel);
bool flag2 = buffData == null;
if (flag2)
{
XSingleton<XDebug>.singleton.AddErrorLog(string.Format("DoReduce Buff data not found: [{0} {1}]", buffID, buffLevel), null, null, null, null, null);
}
else
{
CombatEffectHelper data = XDataPool<CombatEffectHelper>.GetData();
data.Set(buffData, entity);
SequenceList<uint> sequenceList = CommonObjectPool<SequenceList<uint>>.Get();
XBuffReduceSkillCD._SetSequenceList(sequenceList, data);
XBuffReduceSkillCD.DoReduce(sequenceList, entity);
CommonObjectPool<SequenceList<uint>>.Release(sequenceList);
data.Recycle();
}
}
}
public static void UnDo(int buffID, int buffLevel, XEntity entity)
{
bool flag = entity == null;
if (!flag)
{
BuffTable.RowData buffData = XSingleton<XBuffTemplateManager>.singleton.GetBuffData(buffID, buffLevel);
bool flag2 = buffData == null;
if (flag2)
{
XSingleton<XDebug>.singleton.AddErrorLog(string.Format("UnDoReduce Buff data not found: [{0} {1}]", buffID, buffLevel), null, null, null, null, null);
}
else
{
CombatEffectHelper data = XDataPool<CombatEffectHelper>.GetData();
data.Set(buffData, entity);
SequenceList<uint> sequenceList = CommonObjectPool<SequenceList<uint>>.Get();
XBuffReduceSkillCD._SetSequenceList(sequenceList, data);
XBuffReduceSkillCD.UnDo(sequenceList, entity);
CommonObjectPool<SequenceList<uint>>.Release(sequenceList);
data.Recycle();
}
}
}
}
}
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