DESKTOP-FB72PO8\Administrator před 2 dny
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Assets/Scripts/GameLogic/Combat/Skill/S1302.cs

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+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.Buff;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 蚀骨腐血掌
+    /// 快手释放{0}掌,对敌人照成木系伤害,对敌人照成伤害,并有几率对敌人施加1层毒,如果敌人毒超过{1}层,
+    /// 则每层毒对敌人的伤害提升{2}%,并有几率施加一层噬魂
+    /// </summary>
+    public class S1302 : SkillBasic
+    {
+        private int currCount;
+        private Vector3 startPos;
+        private Vector3 fangXiang;
+
+        protected override void ProUseSkill()
+        {
+            currCount = 0;
+
+            ActivationTimeLineData("1301");
+            ballisticsCount = (int)effectValue[0];
+            for (int i = 0; i < effectValue[0]; i++)
+            {
+                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+                    .GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<CombatHeroHitPoint>();
+                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+                currTarget.Add(combatHeroHitPoint);
+                Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
+                    Random.Range(2f, 3f), Random.Range(0.5f, 1f)));
+
+                ActivationTimeLineData("1301_fashe", currTarget: currTarget,
+                    customizePos: new Vector3[] { p }, indexCount: i);
+            }
+        }
+
+        // private void Launch()
+        // {
+        //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+        //         .GetThis<CombatHeroEntity>()
+        //         .GetMainHotPoin<CombatHeroHitPoint>();
+        //     BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+        //     currTarget.Add(combatHeroHitPoint);
+        //     // SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
+        //     ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
+        //         customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
+        // }
+
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+        }
+
+        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData, ISkillFeatures skillFeatures)
+        {
+            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+                effectValue[1]);
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
+                wuXingType, skillFeatures,
+                HarmType.Default);
+
+            int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
+            if (odds < effectValue[2])
+            {
+                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
+                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1302.cs.meta

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+fileFormatVersion: 2
+guid: e6d31134a9b74ef6987ee764c64c3d78
+timeCreated: 1750649022

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