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);
}
}
}