using System.Collections.Generic;
using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using Common.Combat.FxAILogic;
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;
private float _allTime;
protected override void ProUseSkill()
{
_hitCount = 0;
ballisticsCount = (int)effectValue[0];
ActivationTimeLineData("9053");
_isUpdate = true;
_allTime = 0;
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData, ISkillFeatures skillFeatures)
{
}
private void SetJianGe()
{
_jianGe = CombatCalculateTool.Instance.GetOdd(20, 100) / 100f;
}
protected override void ProCombatUpdate(float time)
{
if (!_isUpdate)
{
return;
}
_currTime += time;
_allTime += time;
if (_allTime > effectValue[5])
{
_isUpdate = false;
return;
}
if (_currTime >= _jianGe)
{
_currTime = 0;
SetJianGe();
Vector3 targetPos = Vector3.zero;
//发射一道闪电
int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
CombatHeroEntity combatHeroEntity = CombatHeroEntity.CombatAIBasic.currFocusTarget;
b_1018 b1018 = combatHeroEntity.BuffControl.GetBuffBasicForType();
float addOdds = b1018 != null ? b1018.buffCount * effectValue[1] : 0;
if (_hitCount();
if (b1018 != null) //消耗一层感电,额外照成伤害
{
b1018.ReduceCount(1);
harmBl += effectValue[4];
}
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(
CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
harmBl);
HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity,
combatHeroEntity, v,
AttType.Skill, triggerData,
wuXingType, null,
HarmType.Default);
}
else
{
List allFxAi =
CombatController.currActiveCombat.GameTimeLineParticleFactory.GetFxAILogicBasic(
!CombatHeroEntity
.IsEnemy);
if (allFxAi.Count > 0)
{
int index = Random.Range(0, allFxAi.Count);
FxAILogicBasic fxAILogicBasic = allFxAi[index];
targetPos = fxAILogicBasic.gameObject.transform.position;
FxParabolaBulletLogic fxParabolaBulletLogic = fxAILogicBasic as FxParabolaBulletLogic;
if (fxParabolaBulletLogic != null)
{
fxParabolaBulletLogic.PengZhuang(GetSkillFeaturesData(), CombatHeroEntity);
}
}
else
{
int x = Random.Range(-10, 10);
int z = Random.Range(4, 10);
targetPos = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(x, 0, z));
}
}
ActivationTimeLineData("9053_fashe", customizePos: new Vector3[] { targetPos });
}
}
}
}