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 { /// /// 缠绕 /// 敌人脚下生长出藤蔓,将敌人捆住。{0}秒内不能行动(功法不在释放和填充),受到木灵之子的攻击伤害+{1}% /// public class S9064 : SkillBasic { private float _currTime; private bool _isUpdate; protected override void ProUseSkill() { _currTime = 0; _isUpdate = true; } protected override void ProActiveSkill() { CombatEventManager.Instance.AddEventListener(CombatEventType.StartInjured, StartInjured); } private void StartInjured(IEventData data) { if (!_isUpdate) { return; } StartInjuredEventData startInjuredEventData = data as StartInjuredEventData; //如果是木桩 伤害增加 } protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures) { } protected override void ProCombatUpdate(float time) { if (!_isUpdate) { return; } _currTime += time; if (_currTime > effectValue[0]) { _isUpdate = false; } } } }