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();
}
}
}