using System.Collections.Generic; using Fort23.Core; using GameLogic.Combat.Buff; using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical; using UnityEngine; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill.MagicSkill { /// /// 对敌人照成伤害,并随机封锁敌人{0}个法宝,让其{1}秒内不能使用和不能充能 /// public class S901004 : 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; } CombatHeroEntity combatHeroEntity = allHero[0]; CombatMagicWeaponEntity[] AllMagicWeapon = combatHeroEntity.MagicWeaponControl.AllMagicWeapon; List currAllMagicWeapon = new List(); currAllMagicWeapon.AddRange(AllMagicWeapon); for (int i = 0; i < effectValue[0]; i++) { if (currAllMagicWeapon.Count > 0) { int index = Random.Range(0, currAllMagicWeapon.Count); BuffInfo buffInfo = BuffInfo.GetBuffInfo(10081, effectValue[1], 1); CombatMagicWeaponEntity combatMagicWeaponEntity = currAllMagicWeapon[index]; combatMagicWeaponEntity.BuffControl.AddBuff(combatHeroEntity.MagicWeaponControl.combatHeroEntity, buffInfo); currAllMagicWeapon.RemoveAt(index); } } SkillPlayFinish(); // target = allHero[0]; // MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish); // // SetMagicAttShowBasic(magicAttShowBasic); } // protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity( // TimeLineEventLogicBasic timeLineEventLogicBasic) // { // ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1]; // lifetCycleHitPoints[0] = target.GetMainHotPoin(); // return lifetCycleHitPoints; // } } }