using Common.Combat.FxAILogic; using Core.Triiger; using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical; using UnityEngine; namespace GameLogic.Combat.Skill.MagicSkill { /// /// 玄龟盾:前方形成一个土系防御盾,抵挡敌人伤害 /// public class FS901003 : MagicSkillBasic, ITriggerEntity, IBarrier { public string tag { get; } private IUnRegister _unRegister; private bool _use; private long _currHp; // protected bool protected override void ProMagicUseSkill() { SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("lingyu"); // specialDotInfo BarrierEntityMono barrierEntityMono = specialDotInfo.targetTran.gameObject.GetOrAddComponent(); barrierEntityMono.Barrier = this; _use = true; _currHp = (long)SelfSkillConfig.effectValue[0]; } public ShowBaiscEntity Own { get; set; } // private void OnTriggerEnter(Collider collider, ITriggerEntity triggerEntity) // { // if (triggerEntity == null) // { // return; // } // // FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic; // if (fxAILogicBasic != null) // { // fxAILogicBasic.extraMoveSpeed -= SelfSkillConfig.effectValue[0]; // } // } public bool CollideTriiger(ITriggerEntity triggerEntity) { return !_use || _currHp <= 0; } public void Harm(HarmReturnInfo harmReturnInfo) { _currHp-= harmReturnInfo.att; if (_currHp <= 0)//盾破 { Debug.Log("盾破了,做表现的时候一起做"); } } } }