using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill { /// /// 牧师加血 /// public class S20001 : SkillBasic { protected float recoverValue; protected override void ProInitSkill() { recoverValue = SelfSkillConfig.effectValue[0]; } protected override void ProUseSkill() { ActivationTimeLineData("sk1"); } protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity( TimeLineEventLogicBasic timeLineEventLogicBasic) { // if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null) // { // return null; // } // return new[] { CombatHeroEntity.CombatAIBasic.currFocusTarget.GetMainHotPoin() }; return CombatController.currActiveCombat.CombatHeroController.GetHeroHitPoint(CombatHeroEntity.IsEnemy); } protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic, TriggerData triggerData) { long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value, recoverValue); HarmReturnInfo harmReturnInfo = Recover(CombatHeroEntity, targetEntity, v, AttType.Normal, HarmType.Default); } } }