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");
}
}
}
}