using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; using GameLogic.Combat.Buff; using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical; using UnityEngine; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill { /// /// 吸收自身灵气凝聚{0}丙大剑,大剑旋转快速穿透敌人,对敌人照成伤害 /// 敌人如果在流血或放血状态对敌人照成的伤害+10% /// 重伤敌人后,如果目标没在放血状态,直接放血,并不会消耗流血层数 /// public class S1102 : SkillBasic { protected override void ProUseSkill() { ActivationTimeLineData("1102"); CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget .GetThis() .GetMainHotPoin(); BetterList currTarget = new BetterList(); currTarget.Add(combatHeroHitPoint); for (int i = 0; i < effectValue[0]; i++) { SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2)); ActivationTimeLineData("1102_fashe", currTarget: currTarget, customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i); } } protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic, TriggerData triggerData) { float addHarm = effectValue[1]; if (SelfSkillConfig.level > 1) { b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType(); b_1011 b1011 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType(); if (b1011 != null || b1012 != null) { addHarm += SelfSkillConfig.effectValue[2]; } } long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value, addHarm); CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType, HarmType.Default); // int odds = CombatCalculateTool.Instance.GetOdd(0, 100); // if (odds <= effectValue[2]) // { // BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1); // targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo); // } if (SelfSkillConfig.level > 3) { b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType(); if (b1012 == null) { BuffInfo buffInfo = BuffInfo.GetBuffInfo(10121, 1); targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo); } } } } }