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@@ -37,7 +37,7 @@ namespace GameLogic.Combat.Skill
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protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
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ITimelineFxLogic timelineFxLogic,
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- TriggerData triggerData,ISkillFeatures skillFeatures)
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+ TriggerData triggerData, ISkillFeatures skillFeatures)
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{
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count = 0;
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hitCount = 0;
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@@ -48,7 +48,7 @@ namespace GameLogic.Combat.Skill
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private void Sk1_FaSheProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
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ITimelineFxLogic timelineFxLogic,
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- TriggerData triggerData,ISkillFeatures skillFeatures)
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+ TriggerData triggerData, ISkillFeatures skillFeatures)
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{
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float hv = effectValue[0];
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b_1007 b1007 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1007>();
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@@ -61,7 +61,7 @@ namespace GameLogic.Combat.Skill
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long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
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hv);
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HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
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- AttType.Skill, triggerData, wuXingType,skillFeatures,
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+ AttType.Skill, triggerData, wuXingType, skillFeatures,
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HarmType.Default);
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if (harmReturnInfo.triggerData.IBarrier == null)
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{
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@@ -83,15 +83,41 @@ namespace GameLogic.Combat.Skill
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{
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shangShiCount = 0;
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int vInjury = (int)effectValue[4];
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- CombatCalculateTool.Instance.ShangSHi(WuXingType.Gold, targetEntity.combatHeroEntity, vInjury);
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- CombatCalculateTool.Instance.ShangSHi(WuXingType.Wood, targetEntity.combatHeroEntity, vInjury);
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- CombatCalculateTool.Instance.ShangSHi(WuXingType.Water, targetEntity.combatHeroEntity, vInjury);
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- CombatCalculateTool.Instance.ShangSHi(WuXingType.Fire, targetEntity.combatHeroEntity, vInjury);
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- CombatCalculateTool.Instance.ShangSHi(WuXingType.Earth, targetEntity.combatHeroEntity, vInjury);
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+
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+ ShangSHi(WuXingType.Gold, CombatHeroEntity, targetEntity.combatHeroEntity, vInjury);
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+ ShangSHi(WuXingType.Wood, CombatHeroEntity, targetEntity.combatHeroEntity, vInjury);
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+ ShangSHi(WuXingType.Water, CombatHeroEntity, targetEntity.combatHeroEntity, vInjury);
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+ ShangSHi(WuXingType.Fire, CombatHeroEntity, targetEntity.combatHeroEntity, vInjury);
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+ ShangSHi(WuXingType.Earth, CombatHeroEntity, targetEntity.combatHeroEntity, vInjury);
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}
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}
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}
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+ public void ShangSHi(WuXingType wuXingType, CombatHeroEntity source, ShowBaiscEntity target, int vInjury)
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+ {
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+ BuffInfo buffInfo = null;
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+ switch (wuXingType)
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+ {
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+ case WuXingType.Gold:
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+ buffInfo = BuffInfo.GetBuffInfo(10291, vInjury, this);
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+ break;
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+ case WuXingType.Fire:
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+ buffInfo = BuffInfo.GetBuffInfo(10321, vInjury, this);
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+ break;
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+ case WuXingType.Wood:
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+ buffInfo = BuffInfo.GetBuffInfo(10301, vInjury, this);
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+ break;
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+ case WuXingType.Earth:
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+ buffInfo = BuffInfo.GetBuffInfo(10331, vInjury, this);
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+ break;
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+ case WuXingType.Water:
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+ buffInfo = BuffInfo.GetBuffInfo(10311, vInjury, this);
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+ break;
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+ }
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+
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+ target.BuffControl.AddBuff(source, buffInfo);
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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 (!isTrgger)
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