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				@@ -8,18 +8,21 @@ namespace GameLogic.Combat.Skill 
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				     /// <summary> 
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				     /// 火烧 
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				     /// </summary> 
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				-    public class S30001: SkillBasic 
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				+    public class S30001 : SkillBasic 
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				     { 
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				         protected float _harm; 
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				- 
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				+        protected float _maxTime; 
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				         protected float _currTime; 
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				         private BetterList<ILifetCycleHitPoint> _currTrigger = new BetterList<ILifetCycleHitPoint>(); 
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				         protected TimeLineEventLogicGroupBasic loopGroupBasic; 
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				         protected TimeLineEventLogicGroupBasic currMyLoopGroupBasic; 
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				         protected bool _isUpdate; 
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				+        protected float _currAllTime; 
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				+ 
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				         protected override void ProInitSkill() 
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				         { 
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				             _harm = 200; 
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				+            _maxTime = 3; 
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				         } 
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				         // protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity( 
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				@@ -37,9 +40,11 @@ namespace GameLogic.Combat.Skill 
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				         protected override void ProUseSkill() 
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				         { 
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				-            _finishTimeLineGroupName = ""; 
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				-            currMyLoopGroupBasic=  ActivationTimeLineData("sk1"); 
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				+            _finishTimeLineGroupName = "-1"; 
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				+            currMyLoopGroupBasic = ActivationTimeLineData("sk1"); 
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				             _isUpdate = true; 
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				+            _currTime = 0; 
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				+            _currAllTime = 0; 
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				         } 
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				         protected override void ProBreakSkill() 
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				@@ -49,13 +54,24 @@ namespace GameLogic.Combat.Skill 
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				         protected void Finish() 
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				         { 
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				-            currMyLoopGroupBasic?.CloseLoopFx(); 
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				+            currMyLoopGroupBasic?.BreakTimeLine(); 
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				+            if (loopGroupBasic != null) 
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				+            { 
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				+                loopGroupBasic.BreakTimeLine(); 
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				+            } 
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				+ 
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				+            loopGroupBasic = null; 
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				             _isUpdate = false; 
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				             SpecialDotInfo specialDotInfo = CombatHeroEntity.GetMainHotPoin<ILifetCycleHitPoint>(true) 
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				                 .GetSpecialDotInfo("sk1_trigger"); 
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				             specialDotInfo.targetTran.gameObject.SetActive(false); 
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				         } 
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				+        protected override void ProSkillPlayFinish() 
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				+        { 
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				+            Finish(); 
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				+        } 
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				+ 
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				         protected override void ProCombatUpdate(float time) 
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				         { 
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				             if (!_isUpdate) 
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				@@ -64,14 +80,16 @@ namespace GameLogic.Combat.Skill 
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				             } 
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				             _currTime += time; 
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				+            _currAllTime += time; 
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				             if (_currTime > 1) 
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				             { 
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				                 _currTime -= 1; 
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				-                long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value, 
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				-                _harm); 
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				+                long v = CombatCalculateTool.Instance.GetVlaueRatioForLong( 
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				+                    CombatHeroEntity.CurrCombatHeroInfo.attack.Value, 
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				+                    _harm); 
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				                 if (loopGroupBasic != null) 
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				                 { 
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				-                    loopGroupBasic.CloseLoopFx(); 
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				+                    loopGroupBasic.BreakTimeLine(); 
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				                 } 
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				                 // for (int i = 0; i < _currTrigger.Count; i++) 
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				@@ -82,12 +100,18 @@ namespace GameLogic.Combat.Skill 
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				                 // ILifetCycleHitPoint[] allHero = new ILifetCycleHitPoint[_enterAlertTarget.Count]; 
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				                 for (int i = 0; i < _enterAlertTarget.Count; i++) 
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				                 { 
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				-                    ILifetCycleHitPoint targetEntity=  _enterAlertTarget[i].GetMainHotPoin<ILifetCycleHitPoint>(); 
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				+                    ILifetCycleHitPoint targetEntity = _enterAlertTarget[i].GetMainHotPoin<ILifetCycleHitPoint>(); 
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				                     _currTrigger.Add(targetEntity); 
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				-                    HarmReturnInfo harmReturnInfo = Harm(CombatHeroEntity, targetEntity as CombatHeroHitPoint,  
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				+                    HarmReturnInfo harmReturnInfo = Harm(CombatHeroEntity, targetEntity as CombatHeroHitPoint, 
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				                         v, AttType.Skill, triggerData); 
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				                 } 
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				-                loopGroupBasic=  ActivationTimeLineData("sk1_hit",_currTrigger); 
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				+ 
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				+                loopGroupBasic = ActivationTimeLineData("sk1_hit", _currTrigger); 
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				+            } 
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				+ 
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				+            if (_currAllTime > _maxTime) 
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				+            { 
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				+                SkillPlayFinish(); 
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				             } 
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				         } 
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				         // protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, 
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