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; } } } }