using GameLogic.Combat.Buff; using GameLogic.Combat.CombatTool; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill.MagicSkill { /// /// 混沌珠 使用后短时间内大幅提升所有灵根{0}%,一场战斗有使用{1}次 /// 使用后额外对敌人照成的功法伤害提升10% /// public class S3202 : MagicSkillBasic { private CombatHeroEntity target; private bool isUpdate = false; private float _currTime; private int _useCount; protected override void ProMagicUseSkill() { _useCount++; isUpdate = true; _currTime = 0; float v = SelfSkillConfig.effectValue[0]; CombatHeroEntity.CurrCombatHeroInfo.Metal += v; CombatHeroEntity.CurrCombatHeroInfo.Wood += v; CombatHeroEntity.CurrCombatHeroInfo.Water += v; CombatHeroEntity.CurrCombatHeroInfo.Fire += v; CombatHeroEntity.CurrCombatHeroInfo.Earth += v; } public override bool IsCanUse() { if (_useCount >= SelfSkillConfig.effectValue[1]) { return false; } return true; } protected override void MagicSkillUpdate(float time) { if (!isUpdate) { return; } _currTime += time; if (_currTime >= SelfSkillConfig.effectValue[2]) { isUpdate = false; float v = SelfSkillConfig.effectValue[0]; CombatHeroEntity.CurrCombatHeroInfo.Metal -= v; CombatHeroEntity.CurrCombatHeroInfo.Wood -= v; CombatHeroEntity.CurrCombatHeroInfo.Water -= v; CombatHeroEntity.CurrCombatHeroInfo.Fire -= v; CombatHeroEntity.CurrCombatHeroInfo.Earth -= v; } } protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity( TimeLineEventLogicBasic timeLineEventLogicBasic) { ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1]; lifetCycleHitPoints[0] = target.GetMainHotPoin(); return lifetCycleHitPoints; } } }