using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 战士的旋风斩
///
public class S10001 : SkillBasic
{
protected float _harm;
protected override void ProInitSkill()
{
_harm = 200;
}
protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
TimeLineEventLogicBasic timeLineEventLogicBasic)
{
ILifetCycleHitPoint[] allHero = new ILifetCycleHitPoint[_enterAlertTarget.Count];
for (int i = 0; i < _enterAlertTarget.Count; i++)
{
allHero[i] = _enterAlertTarget[i].GetMainHotPoin();
}
return allHero;
}
protected override void ProUseSkill()
{
ActivationTimeLineData("sk1");
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
_harm);
HarmReturnInfo harmReturnInfo = Harm(CombatHeroEntity, targetEntity,
v, AttType.Skill, triggerData);
}
}
}