using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 羽箭(普通,右翅膀挥动)
/// 挥动翅膀发射{0}枚冰箭,对敌人照成{1}伤害
///
public class S9016 : 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);
}
}
}