| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869 | using Fort23.Core;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill.MagicSkill{    /// <summary>    /// 法宝技能    /// </summary>    public class S901001 : MagicSkillBasic    {        private CombatHeroEntity target;        protected override void ProMagicUseSkill()        {            // StraightLineShow straightLineShow = new StraightLineShow();            // straightLineShow.Init(this);            target = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget;            if (target == null)            {                SkillPlayFinish();                return;            }            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(target, Finish);            SetMagicAttShowBasic(magicAttShowBasic);        }        protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(            TimeLineEventLogicBasic timeLineEventLogicBasic)        {            ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];            lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();            return lifetCycleHitPoints;        }        private void Finish()        {            Debug.Log("法宝对敌人照成伤害");            ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin<ILifetCycleHitPoint>();            if (lifetCycleHitPoint == null)            {                return;            }            HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();            harmReturnInfo.source = CombatHeroEntity;            harmReturnInfo.target = target.GetMainHotPoin<CombatHeroHitPoint>();            harmReturnInfo.att = 200;            harmReturnInfo.attType = AttType.Normal;            harmReturnInfo.harmType = HarmType.Default;            harmReturnInfo.triggerData = triggerData;            target.HeroHurt(harmReturnInfo);            BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);            cBetterList.Add(lifetCycleHitPoint);            ActivationTimeLineData("gongji", currTarget: cBetterList);            SkillPlayFinish();            // CombatCalculateTool.Instance.Harm(CombatHeroEntity, lifetCycleHitPoint as CombatHeroHitPoint, 200, AttType.Normal, triggerData,            //     HarmType.Default);        }    }}
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