using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; using GameLogic.Combat.Buff; using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; using UnityEngine; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Skill { /// /// 发射多枚火球。对敌人照成伤害,又概率对敌人施加1成灼烧 /// public class S1404: SkillBasic { protected override void ProUseSkill() { 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("1404_fashe", currTarget: currTarget, customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i); } ActivationTimeLineData("1404"); } protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic, TriggerData triggerData) { float addHarm = effectValue[1]; long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value, addHarm); HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType, HarmType.Default); if (harmReturnInfo.isHitHero) { int odds = CombatCalculateTool.Instance.GetOdd(0, 100); if (odds <= effectValue[2]) { BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1); targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo); } } } } }