using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill { /// /// 烈焰剑 向前方发出一柄剑,对敌人造成火系伤害,对敌人施加一层灼热,比有10%概率对敌人造成1火伤势 /// public class S2001: SkillBasic { protected override void ProUseSkill() { ActivationTimeLineData("lieyanjian"); } protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData) { } protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic, TriggerData triggerData) { CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,wuXingType, HarmType.Default); } } }