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
{
///
/// 幻花迷雾(当场上有木灵分身时触发)
/// 身体摇动,天空散发出小小的花朵。木灵隐藏其中防御+{0}%,期间不在攻击,持续{1}秒
///
public class S9061 : SkillBasic
{
protected float _currTime;
private bool _isUpdate;
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)
{
if (!_isUpdate)
{
return;
}
_currTime += time;
if (_currTime >= effectValue[1])
{
_isUpdate = false;
}
}
}
}