using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using Fort23.Core;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 冰魄飞甲
/// 神龟龟甲一个虚影快速连续收缩,然后爆开,形成多个如同龟甲碎片的弹道,被命中的敌人受到{0}伤害,碎片无视敌人{1}%防御
///
public class S9021 : 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)
{
HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch();
harmReturnInfo.ArmorPiercing = effectValue[2];
float harmBl = effectValue[1];
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
harmBl);
harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
AttType.Skill, triggerData,
wuXingType, skillFeatures,
HarmType.Default, harmReturnInfo: harmReturnInfo);
}
}
}