using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using Common.Utility.CombatTimer;
using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 雾隐千流法:身体散发出一团迷雾。从迷雾中飞出多个冰球,每个冰球对敌人照成伤害,施加1层寒气。
///
public class S1201 : SkillBasic
{
private int currCount;
protected override void ProUseSkill()
{
ActivationTimeLineData("bingqiu");
currCount = 0;
}
protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
}
protected void FaShe()
{
if (currCount > 3)
{
return;
}
currCount++;
CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
.GetThis()
.GetMainHotPoin();
BetterList currTarget = new BetterList();
currTarget.Add(combatHeroHitPoint);
Vector3 p = CombatHeroEntity.dotPos;
ActivationTimeLineData("bingqiu_fashe", currTarget: currTarget, customizePos: new Vector3[] { p });
CombatTimerManager.Instance.AddTimer(0.2f, FaShe);
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData)
{
if (groupName.Equals("bingqiu"))
{
FaShe();
}
else
{
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
SelfSkillConfig.effectValue[0]);
CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
wuXingType,
HarmType.Default);
BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
}
}
}
}