using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; using Common.Utility.CombatEvent; using Fort23.Core; using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; using UnityEngine; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill { /// /// 冰魄牢域(生命值低于50%释放,一局释放一次) /// 神龟仰天长吼,跺脚几下,整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气, /// 寒气每叠到{0}层时,消耗所有层寒气对敌人照成{0}秒的冰冻效果 /// public class S9024 : SkillBasic { private bool isUse; protected override void ProActiveSkill() { isUse = false; CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured); } protected override void ProDispose() { CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured); // base.ProDispose(); } private void HeroInjured(IEventData data) { if (isUse) { return; } HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData; if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity) { float bl = CombatHeroEntity.CurrCombatHeroInfo.hp.Value * 1.0f / CombatHeroEntity.MaxCombatHeroInfo.hp.Value; if (bl * 100 < effectValue[0]) { isUse = true; //触发技能 } } } protected override void ProUseSkill() { } protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures) { } } }