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); } } }