S1501.cs 3.2 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576
  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. /// 黄尘灭魂刺
  11. /// 沙尘汇聚成{0}多个土刺,对敌人照成{1}伤害,并有概率施加1层细尘,
  12. /// </summary>
  13. public class S1501: SkillBasic
  14. {
  15. private int currCount;
  16. private Vector3 startPos;
  17. private Vector3 fangXiang;
  18. protected override void ProUseSkill()
  19. {
  20. currCount = 0;
  21. ActivationTimeLineData("1501");
  22. ballisticsCount = (int)effectValue[0];
  23. for (int i = 0; i < effectValue[0]; i++)
  24. {
  25. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  26. .GetThis<CombatHeroEntity>()
  27. .GetMainHotPoin<CombatHeroHitPoint>();
  28. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  29. currTarget.Add(combatHeroHitPoint);
  30. Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
  31. Random.Range(2f, 3f), Random.Range(0.5f, 1f)));
  32. ActivationTimeLineData("1501_fashe", currTarget: currTarget,
  33. customizePos: new Vector3[] { p }, indexCount: i,startTime:i*-0.1f);
  34. }
  35. }
  36. // private void Launch()
  37. // {
  38. // CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  39. // .GetThis<CombatHeroEntity>()
  40. // .GetMainHotPoin<CombatHeroHitPoint>();
  41. // BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  42. // currTarget.Add(combatHeroHitPoint);
  43. // // SpecialDotInfo specialDotInfo= CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  44. // ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
  45. // customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  46. // }
  47. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  48. TriggerData triggerData)
  49. {
  50. }
  51. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  52. ITimelineFxLogic timelineFxLogic,
  53. TriggerData triggerData, ISkillFeatures skillFeatures)
  54. {
  55. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  56. effectValue[1]);
  57. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
  58. wuXingType, skillFeatures,
  59. HarmType.Default);
  60. // int odds = Random.Range(0, 100);
  61. // if (odds < effectValue[2])
  62. // {
  63. // BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
  64. // targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  65. // }
  66. }
  67. }
  68. }