S9014.cs 2.1 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.Buff;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  6. namespace GameLogic.Combat.Skill
  7. {
  8. /// <summary>
  9. /// 冰星坠地(二阶段技能,一场触发1到2次即可)
  10. /// 天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,照成{1}伤害,并施加一层寒气
  11. /// </summary>
  12. public class S9014 : SkillBasic
  13. {
  14. private float currTime;
  15. private int currCount;
  16. private bool isUpdate;
  17. protected override void ProActiveSkill()
  18. {
  19. isActive = false;
  20. }
  21. protected override void ProUseSkill()
  22. {
  23. isUpdate = true;
  24. currCount = 0;
  25. currTime = 0;
  26. }
  27. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  28. ITimelineFxLogic timelineFxLogic,
  29. TriggerData triggerData, ISkillFeatures skillFeatures)
  30. {
  31. float harmBl = effectValue[1];
  32. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  33. harmBl);
  34. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  35. AttType.Skill, triggerData,
  36. wuXingType, skillFeatures,
  37. HarmType.Default);
  38. if (harmReturnInfo.isHitHero)
  39. {
  40. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
  41. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  42. }
  43. }
  44. protected override void ProCombatUpdate(float time)
  45. {
  46. if (!isUpdate)
  47. {
  48. return;
  49. }
  50. currTime += time;
  51. if (currTime > 0.2f)
  52. {
  53. //生成一个冰星 3个后生成砸中玩家的哪一个
  54. }
  55. }
  56. }
  57. }