using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 吸收自身灵气凝聚{0}丙大剑,大剑旋转快速穿透敌人,对敌人照成伤害
/// 敌人如果在流血或放血状态对敌人照成的伤害+10%
/// 重伤敌人后,如果目标没在放血状态,直接放血,并不会消耗流血层数
///
public class S1102 : SkillBasic
{
protected override void ProUseSkill()
{
CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
.GetThis()
.GetMainHotPoin();
BetterList currTarget = new BetterList();
currTarget.Add(combatHeroHitPoint);
for (int i = 0; i < effectValue[0]; i++)
{
SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
ActivationTimeLineData("1102_fashe", currTarget: currTarget,
customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
}
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
float addHarm = effectValue[1];
if (SelfSkillConfig.level >= 4)
{
addHarm += SelfSkillConfig.effectValue[3];
}
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
addHarm);
CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
wuXingType,
HarmType.Default);
int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
if (odds <= effectValue[2])
{
BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1);
targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
}
if (SelfSkillConfig.level >= 4)
{
BuffBasic buffBasic= targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForIdGroup(1012);
}
}
}
}