S3301.cs 5.8 KB

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  1. using System.Collections.Generic;
  2. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Buff;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Hero;
  7. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  8. using UnityEngine;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  10. namespace GameLogic.Combat.Skill.MagicSkill
  11. {
  12. /// <summary>
  13. /// 对敌人照成伤害,并随机封锁敌人{0}个法宝,让其{1}秒内不能使用和不能充能
  14. /// 如果影响的是2个相生法宝,则这2个法宝在本场战斗中充能时间增加30%
  15. /// </summary>
  16. public class S3301 : MagicSkillBasic
  17. {
  18. private CombatHeroEntity target;
  19. List<CombatMagicWeaponEntity> yingXingWeapon = new List<CombatMagicWeaponEntity>();
  20. protected override void ProMagicUseSkill()
  21. {
  22. // StraightLineShow straightLineShow = new StraightLineShow();
  23. // straightLineShow.Init(this);
  24. target = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget;
  25. if (target == null)
  26. {
  27. SkillPlayFinish();
  28. return;
  29. }
  30. MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(target, Finish);
  31. SetMagicAttShowBasic(magicAttShowBasic);
  32. }
  33. private void Finish()
  34. {
  35. CombatHeroEntity combatHeroEntity = target;
  36. if (combatHeroEntity == null)
  37. {
  38. return;
  39. }
  40. ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin<ILifetCycleHitPoint>();
  41. if (lifetCycleHitPoint == null||combatHeroEntity.heroMagicWeaponControl==null||CombatMagicWeaponEntity.RootMagicWeaponControl==null)
  42. {
  43. return;
  44. }
  45. CombatMagicWeaponEntity[] AllMagicWeapon = combatHeroEntity.heroMagicWeaponControl.AllMagicWeapon;
  46. int maxCount = combatHeroEntity.heroMagicWeaponControl.MagicWeaponCount;
  47. if (maxCount > 0)
  48. {
  49. List<CombatMagicWeaponEntity> currAllMagicWeapon = new List<CombatMagicWeaponEntity>();
  50. currAllMagicWeapon.AddRange(AllMagicWeapon);
  51. List<CombatMagicWeaponEntity> addMagicWeaponEntities = new List<CombatMagicWeaponEntity>();
  52. for (int i = 0; i < effectValue[0]; i++)
  53. {
  54. if (maxCount > 0)
  55. {
  56. int index = Random.Range(0, maxCount);
  57. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10081, effectValue[1], 1,this);
  58. CombatMagicWeaponEntity combatMagicWeaponEntity = currAllMagicWeapon[index];
  59. combatMagicWeaponEntity.BuffControl.AddBuff(
  60. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity,
  61. buffInfo);
  62. currAllMagicWeapon.RemoveAt(index);
  63. if (SelfSkillConfig.level > 3 && !yingXingWeapon.Contains(combatMagicWeaponEntity))
  64. {
  65. bool isXiangSheng = false;
  66. if (addMagicWeaponEntities.Count > 0)
  67. {
  68. for (int j = 0; j < addMagicWeaponEntities.Count; j++)
  69. {
  70. CombatMagicWeaponEntity lasetWeaponEntity = addMagicWeaponEntities[j];
  71. bool isOk = CombatCalculateTool.Instance.IsSymbiosis(lasetWeaponEntity.WuXingType,
  72. combatMagicWeaponEntity.WuXingType);
  73. if (isOk)
  74. {
  75. lasetWeaponEntity.cdAddSpeed -= effectValue[3];
  76. combatMagicWeaponEntity.cdAddSpeed -= effectValue[3];
  77. yingXingWeapon.Add(lasetWeaponEntity);
  78. yingXingWeapon.Add(combatMagicWeaponEntity);
  79. isXiangSheng = true;
  80. addMagicWeaponEntities.RemoveAt(j);
  81. break;
  82. }
  83. }
  84. }
  85. if (!isXiangSheng)
  86. {
  87. addMagicWeaponEntities.Add(combatMagicWeaponEntity);
  88. }
  89. }
  90. maxCount--;
  91. }
  92. }
  93. }
  94. long att = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.attack.Value;
  95. long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(att, effectValue[2]);
  96. CombatCalculateTool.Instance.Harm(CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity,
  97. lifetCycleHitPoint as CombatHeroHitPoint, harm, AttType.FaBao, triggerData, wuXingType, null,
  98. HarmType.Default);
  99. BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
  100. cBetterList.Add(lifetCycleHitPoint);
  101. ActivationTimeLineData("sk1_hit", currTarget: cBetterList);
  102. SkillPlayFinish();
  103. }
  104. // protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  105. // TimeLineEventLogicBasic timeLineEventLogicBasic)
  106. // {
  107. // ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
  108. // lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
  109. // return lifetCycleHitPoints;
  110. // }
  111. }
  112. }