S1102.cs 3.5 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.Buff;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  6. using UnityEngine;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.Skill
  9. {
  10. /// <summary>
  11. /// 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
  12. /// 敌人如果在流血或放血状态对敌人照成的伤害+10%
  13. /// 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
  14. /// </summary>
  15. public class S1102 : SkillBasic
  16. {
  17. protected override void ProUseSkill()
  18. {
  19. ActivationTimeLineData("1102");
  20. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  21. .GetThis<CombatHeroEntity>()
  22. .GetMainHotPoin<CombatHeroHitPoint>();
  23. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  24. currTarget.Add(combatHeroHitPoint);
  25. ballisticsCount = 1;
  26. for (int i = 0; i < 1; i++)
  27. {
  28. // float x=CombatCalculateTool.Instance.GetOdd(-100, 100)/100f*3;
  29. // float y=CombatCalculateTool.Instance.GetOdd(50, 100)/100f*2;
  30. Vector3 off = new Vector3(0, 1,1.5f);
  31. off = CombatHeroEntity.GameObject.transform.TransformPoint(off);
  32. // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  33. ActivationTimeLineData("1102_fashe", currTarget: currTarget,
  34. customizePos: new Vector3[] { off }, indexCount: i);
  35. }
  36. }
  37. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  38. ITimelineFxLogic timelineFxLogic,
  39. TriggerData triggerData,ISkillFeatures skillFeatures)
  40. {
  41. float addHarm = effectValue[1];
  42. if (SelfSkillConfig.level > 1)
  43. {
  44. b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();
  45. b_1011 b1011 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1011>();
  46. if (b1011 != null || b1012 != null)
  47. {
  48. addHarm += SelfSkillConfig.effectValue[2];
  49. }
  50. }
  51. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  52. addHarm);
  53. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
  54. wuXingType,skillFeatures,
  55. HarmType.Default);
  56. // int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  57. // if (odds <= effectValue[2])
  58. // {
  59. // BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1);
  60. // targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  61. // }
  62. if (SelfSkillConfig.level > 3)
  63. {
  64. b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();
  65. if (b1012 == null)
  66. {
  67. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10121, 1);
  68. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  69. }
  70. }
  71. }
  72. }
  73. }