using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 引雷
/// 请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率
/// ,最多被击中{2}次,每次击中消耗一层感电额外照成{3}伤害。引雷可以击中弹道.持续{4}秒
///
public class S9053 : SkillBasic
{
private float _currTime;
private int _hitCount;
private bool _isUpdate;
private float _jianGe;
protected override void ProUseSkill()
{
ballisticsCount = (int)effectValue[0];
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData, ISkillFeatures skillFeatures)
{
float harmBl = effectValue[1];
b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType();
if (b1018 != null)//消耗一层感电,额外照成伤害
{
b1018.ReduceCount(1);
harmBl += effectValue[3];
}
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);
// if (harmReturnInfo.isHitHero)
// {
// BuffInfo buffInfo = BuffInfo.GetBuffInfo(10181, 1);
// targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
// }
}
private void SetJianGe()
{
_jianGe = CombatCalculateTool.Instance.GetOdd(20, 100) / 100f;
}
protected override void ProCombatUpdate(float time)
{
if (!_isUpdate)
{
return;
}
_currTime += time;
if (_currTime >= _jianGe)
{
_currTime = 0;
SetJianGe();
//发射一道闪电
int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
if (odds <= effectValue[0])
{
//击中目标
}
}
}
}
}