using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 血刃金煌功 向前方挥动{0}次每次挥动形成一道血刃刀气,对敌人{1}照成伤害,没道刀气并对敌人照成流血
/// 刀气现在在命中目标后能为玩家带来伤害的20%生命恢复
/// 刀气+1
/// 刀气对放血的目标照成的伤害提升200%,并再次让敌人放血
///
public class S1103 : SkillBasic
{
protected override void ProUseSkill()
{
ActivationTimeLineData("1103");
CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
.GetThis()
.GetMainHotPoin();
BetterList currTarget = new BetterList();
currTarget.Add(combatHeroHitPoint);
for (int i = 0; i < effectValue[0]; i++)
{
float startTime = i * -0.02f;
SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
ActivationTimeLineData("1103_fashe", currTarget: currTarget,
customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i,startTime:startTime);
}
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
float addHarm = effectValue[1];
if (SelfSkillConfig.level > 5)
{
b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType();
if (b1012 != null)
{
addHarm += SelfSkillConfig.effectValue[4];
b1012.FangXue();
}
}
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
addHarm);
HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
AttType.Skill, triggerData,
wuXingType,
HarmType.Default);
if (harmReturnInfo.isHitHero)
{
int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
if (odds <= effectValue[2])
{
BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1);
targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
}
if (SelfSkillConfig.level > 1)
{
long huiFu = CombatCalculateTool.Instance.GetVlaueRatioForLong(harmReturnInfo.att, effectValue[3]);
CombatCalculateTool.Instance.Recover(CombatHeroEntity,
CombatHeroEntity.GetMainHotPoin(), huiFu, AttType.Skill, HarmType.Recover,
triggerData);
}
}
}
}
}