| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374 | 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>    /// 木桩    /// 木灵挥手,从手中挥舞出一个木头,直线飞向敌人,对敌人造成{0}伤害    /// </summary>    public class S9063 : SkillBasic    {        protected override void ProUseSkill()        {            ActivationTimeLineData("9063");            ballisticsCount = (int)effectValue[0];            for (int i = 0; i < effectValue[0]; i++)            {                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                    .GetThis<CombatHeroEntity>()                    .GetMainHotPoin<CombatHeroHitPoint>();                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();                currTarget.Add(combatHeroHitPoint);                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));                ActivationTimeLineData("9063_fashe", currTarget: currTarget,                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);            }        }        public override bool IsCanTriggerSkillSlots()         {            b_1026 b1026=  CombatHeroEntity.BuffControl.GetBuffBasicForType<b_1026>();            if (b1026 != null)            {                return false;            }            return true;        }        public override bool IsCanUse()        {            b_1026 b1026=  CombatHeroEntity.BuffControl.GetBuffBasicForType<b_1026>();            if (b1026 != null)            {                return false;            }            return true;        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData, ISkillFeatures skillFeatures)        {            float harmBl = effectValue[1];            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                harmBl);            HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,                AttType.Skill, triggerData,                wuXingType, skillFeatures,                HarmType.Default);            // if (harmReturnInfo.isHitHero)            // {            //     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);            //     targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);            // }        }    }}
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