S1403.cs 3.2 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879
  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.Buff;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Skill
  8. {
  9. /// <summary>
  10. ///朱雀燎原指 身后出现一只大手,每个手指发射{0}道烈焰,对敌人照成{1}伤害同时{2}%概率施加1层灼烧。
  11. /// </summary>
  12. public class S1403 : SkillBasic
  13. {
  14. private static Vector3[] zdPosIndex = new Vector3[] { new Vector3(-1.06f,2.14f,0.1f),new Vector3(-0.48f,2.75f,-0.92f),new Vector3(0.128f,2.85f,-0.84f),new Vector3
  15. (0.63f,2.67f,-0.765f),new Vector3(1.03f,2.19f,-0.569f)};
  16. protected override void ProUseSkill()
  17. {
  18. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  19. .GetThis<CombatHeroEntity>()
  20. .GetMainHotPoin<CombatHeroHitPoint>();
  21. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  22. currTarget.Add(combatHeroHitPoint);
  23. ballisticsCount = (int)effectValue[0]*5;
  24. for (int j = 0; j < 5; j++)
  25. {
  26. Vector3 pos= CombatHeroEntity.GameObject.transform.TransformPoint(zdPosIndex[j]);
  27. // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (j + 2));
  28. ActivationTimeLineData("1403_fashe", currTarget: currTarget,
  29. customizePos: new Vector3[] {pos },startTime:j*-0.1f);
  30. }
  31. ActivationTimeLineData("1403");
  32. }
  33. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  34. TriggerData triggerData)
  35. {
  36. }
  37. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  38. ITimelineFxLogic timelineFxLogic,
  39. TriggerData triggerData,ISkillFeatures skillFeatures)
  40. {
  41. float addHarm = effectValue[1];
  42. if (SelfSkillConfig.level > 1)
  43. {
  44. b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1010>();
  45. if (b1010 != null)
  46. {
  47. addHarm += effectValue[3];
  48. }
  49. }
  50. if (SelfSkillConfig.level > 5)
  51. {
  52. addHarm -= effectValue[4];
  53. }
  54. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  55. addHarm);
  56. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  57. AttType.Skill, triggerData, wuXingType,skillFeatures,
  58. HarmType.Default);
  59. if (harmReturnInfo.isHitHero)
  60. {
  61. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  62. if (odds <= effectValue[2])
  63. {
  64. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
  65. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  66. }
  67. }
  68. }
  69. }
  70. }