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); } } } } }