using GameLogic.Combat.CombatTool; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill.MagicSkill { /// /// 打断对手当前正在生效中的法宝 ///(表现不用飞去打,就原地播放一个特效就行了) /// public class S3402 : MagicSkillBasic { private CombatHeroEntity target; private bool isUpdate = false; private float _currTime; private int _useCount; protected override void ProMagicUseSkill() { ActivationTimeLineData("sk1_xiaoshi"); SkillPlayFinish(); CombatHeroEntity[] allHero = CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy); if (allHero == null || allHero.Length <= 0) { return; } for (int i = 0; i < allHero.Length; i++) { } } protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity( TimeLineEventLogicBasic timeLineEventLogicBasic) { ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1]; lifetCycleHitPoints[0] = target.GetMainHotPoin(); return lifetCycleHitPoints; } } }