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							- 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
 
- {
 
-     /// <summary>
 
-     /// 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
 
-     /// </summary>
 
-     public class S1102 : SkillBasic
 
-     {
 
-         protected override void ProUseSkill()
 
-         {
 
-             ActivationTimeLineData("1102");
 
-             CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
 
-                 .GetThis<CombatHeroEntity>()
 
-                 .GetMainHotPoin<CombatHeroHitPoint>();
 
-             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
 
-             currTarget.Add(combatHeroHitPoint);
 
-             ballisticsCount = 1;
 
-             for (int i = 0; i < 1; i++)
 
-             {
 
-                 // float x=CombatCalculateTool.Instance.GetOdd(-100, 100)/100f*3;
 
-                 // float y=CombatCalculateTool.Instance.GetOdd(50, 100)/100f*2;
 
-                 Vector3 off = new Vector3(0, 1,1.5f);
 
-                 off = CombatHeroEntity.GameObject.transform.TransformPoint(off);
 
-                 // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
 
-                 ActivationTimeLineData("1102_fashe", currTarget: currTarget,
 
-                     customizePos: new Vector3[] { off }, indexCount: i);
 
-             }
 
-         }
 
-         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData,ISkillFeatures skillFeatures)
 
-         {
 
-             float addHarm = effectValue[1];
 
-             if (SelfSkillConfig.level > 1)
 
-             {
 
-                 b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();
 
-                 b_1011 b1011 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1011>();
 
-                 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,skillFeatures,
 
-                 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<b_1012>();
 
-                 if (b1012 == null)
 
-                 {
 
-                     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10121, 1,this);
 
-                     targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
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