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							- 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>
 
-     /// 烈焰剑  向前方发出一柄剑,对敌人造成火系伤害,对敌人施加一层灼热,比有10%概率对敌人造成1火伤势
 
-     /// </summary>
 
-     public class S1401 : SkillBasic
 
-     {
 
-         private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1, 9 };
 
-         protected override void ProUseSkill()
 
-         {
 
-             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>(1);
 
-                 currTarget.Add(combatHeroHitPoint);
 
-                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);
 
-                 ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,
 
-                     customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
 
-             }
 
-             this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
 
-             ActivationTimeLineData("1401");
 
-         }
 
-         protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData)
 
-         {
 
-         }
 
-         protected void ProDefaultTimeLineTrigger_ZD(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData, ISkillFeatures skillFeatures)
 
-         {
 
-             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
 
-                 effectValue[1]);
 
-             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);
 
-                 }
 
-             }
 
-             if (SelfSkillConfig.level > 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
 
-             {
 
-                 long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
 
-                     CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
 
-                     effectValue[3]);
 
-                 CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,
 
-                     wuXingType, skillFeatures,
 
-                     HarmType.Default);
 
-             }
 
-         }
 
-         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData, ISkillFeatures skillFeatures)
 
-         {
 
-         }
 
-     }
 
- }
 
 
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