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); } } } }