using GameLogic.Combat.CombatTool; using UnityEngine; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill.MagicSkill { /// /// 法宝技能 /// public class S901001 : MagicSkillBasic { private CombatHeroEntity target; protected override void ProMagicUseSkill() { StraightLineShow straightLineShow = new StraightLineShow(); straightLineShow.Init(this); CombatHeroEntity[] allHero = CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy); if (allHero == null || allHero.Length <= 0) { SkillPlayFinish(); return; } target = allHero[0]; straightLineShow.SetTarget(allHero[0], Finish); SetMagicAttShowBasic(straightLineShow); } private void Finish() { Debug.Log("法宝对敌人照成伤害"); ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin(); BetterList cBetterList = new BetterList(1); cBetterList.Add(lifetCycleHitPoint); ActivationTimeLineData("gongji", currTarget: cBetterList); SkillPlayFinish(); } } }