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 { /// /// 木灵分身 /// 生命低于{0}%时触发,木灵的根须快速在自身周围生出2个木灵之子,木灵之子之有普通攻击,木灵之子拥有boss的{1}最大生命值的生命 ///(等级跟随boss的等级走) /// public class S9062 : SkillBasic { private bool _isTrigger; protected override void ProUseSkill() { } protected override void ProActiveSkill() { CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured); } protected override void ProDispose() { CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured); } private void HeroInjured(IEventData data) { if (_isTrigger) { return; } HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData; if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity) { if (CombatHeroEntity.HpBl < effectValue[0]) { _isTrigger = true; ZhaoHuan(); } } } private void ZhaoHuan() { for (int i = 0; i < 2; i++) { CombatHeroEntity heroEntity = new CombatHeroEntity(); heroEntity.IsEnemy = true; CombatHeroInfo combatHeroInfo = new CombatHeroInfo(); combatHeroInfo.InitMonster(1000, 1); // testHeroInfoConfig.CopyToCombatHeroInfo((combatHeroInfo)); Vector3 pos = Vector3.forward; heroEntity.Init(new CombatHeroAi(), combatHeroInfo, pos, delegate(CombatHeroEntity entity) { CombatController.currActiveCombat.CombatHeroController.AddHero(entity); }); } } 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); } } }