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); } } } }