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 { /// /// 冰星坠地(二阶段技能,一场触发1到2次即可) /// 天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,照成{1}伤害,并施加一层寒气 /// public class S9014 : SkillBasic { private float currTime; private int currCount; private bool isUpdate; protected override void ProActiveSkill() { isActive = false; } protected override void ProUseSkill() { isUpdate = true; currCount = 0; currTime = 0; } protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures) { float harmBl = 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); if (harmReturnInfo.isHitHero) { BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1); targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo); } } protected override void ProCombatUpdate(float time) { if (!isUpdate) { return; } currTime += time; if (currTime > 0.2f) { //生成一个冰星 3个后生成砸中玩家的哪一个 } } } }