S3302.cs 4.1 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Buff;
  5. using GameLogic.Combat.CombatTool;
  6. using UnityEngine;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.Skill.MagicSkill
  9. {
  10. /// <summary>
  11. /// 一盏明灯围绕玩家,{0}秒内抵消所有负面效果,每{1}秒触发1次。
  12. /// </summary>
  13. public class S3302 : MagicSkillBasic
  14. {
  15. private CombatHeroEntity target;
  16. private bool isUpdate = false;
  17. private float _currTime;
  18. private float _jiaoDu;
  19. private Vector3 _dir;
  20. private Transform root;
  21. private float _lasetAddTime = -255;
  22. private int _AddCount;
  23. protected override void ProMagicUseSkill()
  24. {
  25. TimeLineEventLogicGroupBasic sk1_show = ActivationTimeLineData("sk1_show");
  26. sk1_show.TimeLineUpdateEnd = ShowFinish;
  27. root = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GameObject.transform;
  28. _dir = Vector3.forward * 1;
  29. Vector3 d = root.rotation * _dir;
  30. CombatHeroEntity.GameObject.transform.position = d + root.position;
  31. // TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic = ActivationTimeLineData("sk1_xiaoshi");
  32. // timeLineEventLogicGroupBasic.TimeLineUpdateEnd = delegate()
  33. // {
  34. //
  35. //
  36. //
  37. // };
  38. CombatEventManager.Instance.AddEventListener(CombatEventType.StartAddBuff, StartAddBuff);
  39. }
  40. private void StartAddBuff(IEventData eventData)
  41. {
  42. StartAddBuffEventData startAddBuffEventData = eventData as StartAddBuffEventData;
  43. if (startAddBuffEventData.target == CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity)
  44. {
  45. BuffInfo buffInfo = startAddBuffEventData.BuffInfo;
  46. if (buffInfo.BuffConfig.buffType != 2)
  47. {
  48. return;
  49. }
  50. float t = CombatController.currActiveCombat.combatTime;
  51. float v = t - _lasetAddTime;
  52. if (v < effectValue[1] && _AddCount >= 1)
  53. {
  54. return;
  55. }
  56. if (v > effectValue[1])
  57. {
  58. _lasetAddTime = t;
  59. _AddCount = 0;
  60. }
  61. _AddCount++;
  62. startAddBuffEventData.isNotAddBuff = true;
  63. }
  64. }
  65. private void ShowFinish()
  66. {
  67. ActivationTimeLineData("sk1");
  68. isUpdate = true;
  69. _currTime = 0;
  70. }
  71. protected override void MagicSkillUpdate(float time)
  72. {
  73. if (!isUpdate)
  74. {
  75. return;
  76. }
  77. _currTime += time;
  78. if (_currTime >= SelfSkillConfig.effectValue[0])
  79. {
  80. ActivationTimeLineData("sk1_xiaoshi");
  81. SkillPlayFinish();
  82. isUpdate = false;
  83. return;
  84. }
  85. _jiaoDu -= 360 * time * 0.5f;
  86. Quaternion quaternionY = Quaternion.Euler(0, _jiaoDu, 0);
  87. Vector3 d = root.rotation * quaternionY * _dir+new Vector3(0,0.5f,0);
  88. CombatHeroEntity.GameObject.transform.position = d + root.position;
  89. }
  90. protected override void ProBreakMagicSkill()
  91. {
  92. SkillPlayFinish();
  93. isUpdate = false;
  94. }
  95. protected override void ProSkillPlayFinish()
  96. {
  97. CombatEventManager.Instance.RemoveEventListener(CombatEventType.StartAddBuff, StartAddBuff);
  98. }
  99. protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  100. TimeLineEventLogicBasic timeLineEventLogicBasic)
  101. {
  102. ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
  103. lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
  104. return lifetCycleHitPoints;
  105. }
  106. }
  107. }