using System.Collections.Generic; 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 { /// /// 太虚幻剑经:身体周围幻化出多柄细剑,每柄细剑对敌人照成伤害,如果敌人有debuf状态,则虚剑伤害提升5% /// public class S1001 : SkillBasic { protected override void ProUseSkill() { for (int i = 0; i < 7; i++) { CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget .GetThis() .GetMainHotPoin(); BetterList currTarget = new BetterList(); currTarget.Add(combatHeroHitPoint); SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2)); ActivationTimeLineData("jianjue", currTarget: currTarget, customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i); } } protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData) { } protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic, TriggerData triggerData) { float harmBl = SelfSkillConfig.effectValue[0]; // CombatC int c = targetEntity.combatHeroEntity.BuffControl.GetBuffCountForType(2); if (c > 0) { harmBl += SelfSkillConfig.effectValue[1]; } long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value, harmBl); CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType, HarmType.Default); } } }