using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill { /// /// 弓箭发射多个见 /// public class S40001 : SkillBasic { private float _harm; protected override void ProInitSkill() { _harm = 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() }; } 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); } } }