using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; using UnityEngine; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill { /// /// 战士的旋风斩 /// public class S10001 : SkillBasic { protected float _harm; protected override void ProInitSkill() { _harm = 200; } protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity( TimeLineEventLogicBasic timeLineEventLogicBasic) { ILifetCycleHitPoint[] allHero = new ILifetCycleHitPoint[_enterAlertTarget.Count]; for (int i = 0; i < _enterAlertTarget.Count; i++) { allHero[i] = _enterAlertTarget[i].GetMainHotPoin(); } return allHero; } protected override void ProUseSkill() { ActivationTimeLineData("sk1"); } protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic, TriggerData triggerData) { long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value, _harm); HarmReturnInfo harmReturnInfo = Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData); } } }