using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using Common.Utility.CombatTimer;
using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 碧落幽冥劲:发出多道寒气冰锥,对敌人照成伤害,每到冰锥对敌人施加1层寒气
///
public class S1201 : SkillBasic
{
private int currCount;
protected override void ProUseSkill()
{
ActivationTimeLineData("1201");
ballisticsCount = (int)effectValue[0];
for (int i = 0; i < effectValue[0]; i++)
{
CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
.GetThis()
.GetMainHotPoin();
BetterList currTarget = new BetterList();
currTarget.Add(combatHeroHitPoint);
SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
ActivationTimeLineData("1201_fashe", currTarget: currTarget,
customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
}
// currCount = 0;
}
protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData, ISkillFeatures skillFeatures)
{
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
effectValue[1]);
HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
AttType.Skill, triggerData,
wuXingType, skillFeatures,
HarmType.Default);
if (harmReturnInfo.isHitHero)
{
int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
if (odds <= effectValue[2])
{
BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1, this);
targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
}
}
}
}
}