using Fort23.Core;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill.MagicSkill
{
///
/// 法宝技能
///
public class FS901001 : MagicSkillBasic
{
private CombatHeroEntity target;
protected override void ProMagicUseSkill()
{
// StraightLineShow straightLineShow = new StraightLineShow();
// straightLineShow.Init(this);
CombatHeroEntity[] allHero =
CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
if (allHero == null || allHero.Length <= 0)
{
SkillPlayFinish();
return;
}
target = allHero[0];
MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish);
SetMagicAttShowBasic(magicAttShowBasic);
}
protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
{
ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
lifetCycleHitPoints[0] = target.GetMainHotPoin();
return lifetCycleHitPoints;
}
private void Finish()
{
Debug.Log("法宝对敌人照成伤害");
ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin();
if (lifetCycleHitPoint == null)
{
return;
}
BetterList cBetterList = new BetterList(1);
cBetterList.Add(lifetCycleHitPoint);
ActivationTimeLineData("gongji", currTarget: cBetterList);
SkillPlayFinish();
HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch();
harmReturnInfo.source = CombatHeroEntity;
harmReturnInfo.target = target.GetMainHotPoin();
harmReturnInfo.att = 200;
harmReturnInfo.attType = AttType.Normal;
harmReturnInfo.harmType = HarmType.Default;
harmReturnInfo.triggerData = triggerData;
target.HeroHurt(harmReturnInfo);
// CombatCalculateTool.Instance.Harm(CombatHeroEntity, lifetCycleHitPoint as CombatHeroHitPoint, 200, AttType.Normal, triggerData,
// HarmType.Default);
}
}
}