using GameLogic.Combat.CombatTool;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill.MagicSkill
{
    /// 
    /// 打断对手当前正在生效中的法宝
    ///(表现不用飞去打,就原地播放一个特效就行了)
    /// 
    public class S3402 : MagicSkillBasic
    {
        private CombatHeroEntity target;
        private bool isUpdate = false;
        private float _currTime;
        private int _useCount;
        protected override void ProMagicUseSkill()
        {
            ActivationTimeLineData("sk1_xiaoshi");
            
            SkillPlayFinish();
         
           
        }
        protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
            TimeLineEventLogicBasic timeLineEventLogicBasic)
        {
            ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
            lifetCycleHitPoints[0] = target.GetMainHotPoin();
            return lifetCycleHitPoints;
        }
    }
}