using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; using GameLogic.Combat.Buff; using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical; using UnityEngine; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill { /// /// 焚天之怒 /// 妖兽激发体内的火灵根,从身体里爆发出{0}枚火焰球,对敌人造成{1}伤害,并对敌人施加1层灼烧 /// public class S9081 : SkillBasic { protected override void ProUseSkill() { ballisticsCount = (int)effectValue[0]; for (int i = 0; i < effectValue[0]; i++) { CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget .GetThis() .GetMainHotPoin(); BetterList currTarget = new BetterList(); currTarget.Add(combatHeroHitPoint); SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2)); ActivationTimeLineData("1101", currTarget: currTarget, customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i); } } protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures) { float harmBl = 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); if (harmReturnInfo.isHitHero) { BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1); targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo); } } } }