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
{
///
/// 飞出{0}道巨龙,对敌人照成{1}火系伤害
/// 如果敌人处于灼痛中对敌人照成胆摄,眩晕敌人2秒
/// 飞龙数量+1,并对敌人施加1层灼烧
///飞龙命中目标后引发天雷,对敌人额外照成100%伤害
///
public class S2002 : SkillBasic
{
private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };
protected override void ProUseSkill()
{
this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
ActivationTimeLineData("lieyanjian");
}
protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
}
protected void ProDefaultTimeLineTrigger_ZD(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
effectValue[1]);
CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType,
HarmType.Default);
b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType();
if (b1010 != null)
{
BuffInfo buffInfo = BuffInfo.GetBuffInfo(10061, 1);//眩晕敌人
targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
}
//
// BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
// targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
//
//
// if (SelfSkillConfig.level >= 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
// {
// long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
// CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
// effectValue[3]);
// CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,
// wuXingType,
// HarmType.Default);
// }
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
for (int i = 0; i < effectValue[0]; i++)
{
CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
.GetThis()
.GetMainHotPoin();
BetterList currTarget = new BetterList(1);
currTarget.Add(combatHeroHitPoint);
SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);
ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,
customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
}
}
}
}