using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 冰星坠地(二阶段技能,一场触发1到2次即可)
/// 天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,照成{1}伤害,并施加一层寒气
///
public class S9014 : SkillBasic
{
private float currTime;
private int currCount;
private bool isUpdate;
protected override void ProActiveSkill()
{
isActive = false;
}
protected override void ProUseSkill()
{
isUpdate = true;
currCount = 0;
currTime = 0;
ballisticsCount = (int)effectValue[0];
// for (int i = 0; i < effectValue[0]; i++)
// {
// CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
// .GetThis()
// .GetMainHotPoin();
// BetterList currTarget = new BetterList();
// currTarget.Add(combatHeroHitPoint);
//
// }
}
protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
ITimelineFxLogic timelineFxLogic,
TriggerData triggerData, ISkillFeatures skillFeatures)
{
float harmBl = effectValue[1];
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
harmBl);
HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
AttType.Skill, triggerData,
wuXingType, skillFeatures,
HarmType.Default);
if (harmReturnInfo.isHitHero)
{
BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
}
}
protected override void ProCombatUpdate(float time)
{
if (!isUpdate)
{
return;
}
currTime += time;
if (currTime > 0.2f)
{
currTime = 0;
CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
.GetThis()
.GetMainHotPoin();
// Vector3 pos = (combatHeroHitPoint.combatHeroEntity.dotPos - CombatHeroEntity.dotPos);
float x = CombatCalculateTool.Instance.GetOdd(-5, 3);
float z = CombatCalculateTool.Instance.GetOdd(3, 12);
Vector3 startPos = CombatHeroEntity.GameObject.transform.TransformPoint(x, 10, z);
Vector3 endPos=CombatHeroEntity.GameObject.transform.TransformPoint(x+10, -30, z);
// SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos2");
ActivationTimeLineData("9014",
customizePos: new Vector3[] { startPos,endPos });
//生成一个冰星 3个后生成砸中玩家的哪一个
}
}
}
}