| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 发射多枚火球。对敌人照成伤害,又概率对敌人施加1成灼烧    /// </summary>    public class S1404: SkillBasic    {        protected override void ProUseSkill()        {            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("1404_fashe", currTarget: currTarget,                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);            }            ActivationTimeLineData("1404");        }        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);            if (harmReturnInfo.isHitHero)            {                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);                if (odds <= effectValue[2])                {                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1,this);                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);                }            }        }    }}
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