S9015.cs 1.8 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 UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Skill
  8. {
  9. public class S9015 : SkillBasic
  10. {
  11. protected override void ProUseSkill()
  12. {
  13. ballisticsCount = (int)effectValue[0];
  14. for (int i = 0; i < effectValue[0]; i++)
  15. {
  16. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  17. .GetThis<CombatHeroEntity>()
  18. .GetMainHotPoin<CombatHeroHitPoint>();
  19. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  20. currTarget.Add(combatHeroHitPoint);
  21. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  22. ActivationTimeLineData("1101", currTarget: currTarget,
  23. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  24. }
  25. }
  26. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  27. ITimelineFxLogic timelineFxLogic,
  28. TriggerData triggerData, ISkillFeatures skillFeatures)
  29. {
  30. float harmBl = effectValue[1];
  31. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  32. harmBl);
  33. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  34. AttType.Skill, triggerData,
  35. wuXingType, skillFeatures,
  36. HarmType.Default);
  37. }
  38. }
  39. }