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;
}
}
}