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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using Common.Utility.CombatEvent;
- using Fort23.Core;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using UnityEngine;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 冰魄牢域(生命值低于50%释放,一局释放一次)
- /// 神龟仰天长吼,跺脚几下,整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,
- /// 寒气每叠到{0}层时,消耗所有层寒气对敌人照成{0}秒的冰冻效果
- /// </summary>
- public class S9024 : SkillBasic
- {
- private bool isUse;
- protected override void ProActiveSkill()
- {
- isUse = false;
- CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
- }
- protected override void ProDispose()
- {
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
- // base.ProDispose();
- }
- private void HeroInjured(IEventData data)
- {
- if (isUse)
- {
- return;
- }
- HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
- if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
- {
- float bl = CombatHeroEntity.CurrCombatHeroInfo.hp.Value * 1.0f /
- CombatHeroEntity.MaxCombatHeroInfo.hp.Value;
- if (bl * 100 < effectValue[0])
- {
- isUse = true;
- //触发技能
-
- }
- }
- }
- protected override void ProUseSkill()
- {
- }
- protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData, ISkillFeatures skillFeatures)
- {
- }
- }
- }
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