| 1234567891011121314151617181920212223242526272829303132333435363738394041424344 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 发射{0}枚飞刀,对敌人造成{1}%伤害。    /// </summary>    public class S1104 : SkillBasic    {        protected override void ProUseSkill()        {            ActivationTimeLineData("1104");            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                .GetThis<CombatHeroEntity>()                .GetMainHotPoin<CombatHeroHitPoint>();            BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();            currTarget.Add(combatHeroHitPoint);            ballisticsCount = (int)effectValue[0];            for (int i = 0; i < effectValue[0]; i++)            {                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));                ActivationTimeLineData("1104_fashe", currTarget: currTarget,                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);            }        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData,ISkillFeatures skillFeatures)        {            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,skillFeatures,                HarmType.Default);        }    }}
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