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
{
///
/// 导电(被动)
/// 每隔{0},敌人受到感电层数*{1}%的伤害
///
public class S9054 : SkillBasic
{
protected float _currTime;
protected override void ProUseSkill()
{
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData, ISkillFeatures skillFeatures)
{
float harmBl = 0;
b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType();
if (b1018 != null) //消耗一层感电,额外照成伤害
{
harmBl += b1018.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);
}
protected override void ProCombatUpdate(float time)
{
_currTime += time;
if (_currTime >= effectValue[0])
{
_currTime = 0;
}
}
}
}