using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 凤凰张口喷吐出一股极寒霜息,形成远程席卷的寒潮波涛。直线飞行,只会有一个,对敌人造成{0}伤害,并额外造成寒气层数*{1}的伤害
///
public class S9012 : SkillBasic
{
protected override void ProUseSkill()
{
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData, ISkillFeatures skillFeatures)
{
float harmBl = effectValue[0];
b_1001 b1001 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType();
if (b1001 != null)
{
harmBl += b1001.buffCount * effectValue[1];
}
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
harmBl);
HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
AttType.Skill, triggerData,
wuXingType, skillFeatures,
HarmType.Default);
}
}
}