using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using Common.Utility.CombatEvent;
using Fort23.Core;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
///
/// 太虚剑意 后方槽位如果是剑功法,在释放功法时额外释放一道剑气,对敌人照成100%伤害,并无视护盾类效果
///
public class S2008 : SkillBasic
{
protected override void ProUseSkill()
{
}
protected override void ProReplace()
{
CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);
}
protected override void ProActiveSkill()
{
CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
}
private void UseSkill(IEventData iEventData)
{
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("2008", 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];
long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
addHarm);
HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
AttType.Skill, triggerData,
wuXingType,
HarmType.Default);
}
}
}