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
{
///
///朱雀燎原指 身后出现一只大手,每个手指发射{0}道烈焰,对敌人照成{1}伤害同时{2}%概率施加1层灼烧。
///
public class S1403 : SkillBasic
{
private static Vector3[] zdPosIndex = new Vector3[] { new Vector3(-1.06f,2.14f,0.1f),new Vector3(-0.48f,2.75f,-0.92f),new Vector3(0.128f,2.85f,-0.84f),new Vector3
(0.63f,2.67f,-0.765f),new Vector3(1.03f,2.19f,-0.569f)};
protected override void ProUseSkill()
{
CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
.GetThis()
.GetMainHotPoin();
BetterList currTarget = new BetterList();
currTarget.Add(combatHeroHitPoint);
ballisticsCount = (int)effectValue[0]*5;
for (int j = 0; j < 5; j++)
{
Vector3 pos= CombatHeroEntity.GameObject.transform.TransformPoint(zdPosIndex[j]);
// SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (j + 2));
ActivationTimeLineData("1403_fashe", currTarget: currTarget,
customizePos: new Vector3[] {pos },startTime:j*-0.1f);
}
ActivationTimeLineData("1403");
}
protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData,ISkillFeatures skillFeatures)
{
float addHarm = effectValue[1];
if (SelfSkillConfig.level > 1)
{
b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType();
if (b1010 != null)
{
addHarm += effectValue[3];
}
}
if (SelfSkillConfig.level > 5)
{
addHarm -= effectValue[4];
}
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
addHarm);
HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
AttType.Skill, triggerData, wuXingType,skillFeatures,
HarmType.Default);
if (harmReturnInfo.isHitHero)
{
int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
if (odds <= effectValue[2])
{
BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
}
}
}
}
}