using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using Common.Utility.CombatEvent;
using Fort23.Core;
using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 冰魄牢域(生命值低于50%释放,一局释放一次)
/// 神龟仰天长吼,跺脚几下,整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,
/// 寒气每叠到{0}层时,消耗所有层寒气对敌人照成{0}秒的冰冻效果
///
public class S9024 : SkillBasic
{
private bool isUse;
private TimeLineEventLogicGroupBasic _loopTimeLine;
protected override void ProActiveSkill()
{
isUse = false;
CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
}
protected override void ProDispose()
{
if (_loopTimeLine != null)
{
_loopTimeLine.CloseLoopFx();
}
_loopTimeLine = null;
CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
// base.ProDispose();
}
private void HeroInjured(IEventData data)
{
HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
if (isUse)
{
if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity&&!heroInjuredEventData.HarmReturnInfo.attType.HasFlag(AttType.Buff))
{
BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
}
return;
}
if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
{
float bl = CombatHeroEntity.CurrCombatHeroInfo.hp.Value * 1.0f /
CombatHeroEntity.MaxCombatHeroInfo.hp.Value;
if (bl * 100 < effectValue[0])
{
CombatHeroEntity.CombatHeroSkillControl.This().AddCommandSkill(this);
isUse = true;
//触发技能
}
}
}
protected override void ProUseSkill()
{
_loopTimeLine= ActivationTimeLineData("9024");
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData, ISkillFeatures skillFeatures)
{
}
}
}