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
{
///
/// 发出多条细细的毒针,对敌人照成金系伤害,并10%施加1层毒
///
public class S1101 : SkillBasic
{
private int currCount;
private Vector3 startPos;
private Vector3 fangXiang;
protected override void ProUseSkill()
{
currCount = 0;
// Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(0, 2, -1));
// Vector3 p2 = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(0, 0, -1));
// startPos = p2;
// fangXiang = (p - p2).normalized;
for (int i = 0; i < 20; i++)
{
CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
.GetThis()
.GetMainHotPoin();
BetterList currTarget = new BetterList();
currTarget.Add(combatHeroHitPoint);
Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
Random.Range(2f, 3f), Random.Range(0.5f, 1f)));
ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
customizePos: new Vector3[] { p }, indexCount: i);
}
}
// private void Launch()
// {
// CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
// .GetThis()
// .GetMainHotPoin();
// BetterList currTarget = new BetterList();
// currTarget.Add(combatHeroHitPoint);
// // SpecialDotInfo specialDotInfo= CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
// ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
// customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
// }
protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
SelfSkillConfig.effectValue[0]);
CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
wuXingType,
HarmType.Default);
int odds= Random.Range(0, 100);
if (odds < SelfSkillConfig.effectValue[1])
{
BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
}
}
}
}