1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950 |
- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using GameLogic.Combat.Buff;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 导电(被动)
- /// 每隔{0},敌人受到感电层数*{1}%的伤害
- /// </summary>
- public class S9054 : SkillBasic
- {
- protected float _currTime;
- protected override void ProUseSkill()
- {
- }
- protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData, ISkillFeatures skillFeatures)
- {
- float harmBl = 0;
- b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1018>();
- if (b1018 != null) //消耗一层感电,额外照成伤害
- {
- harmBl += b1018.buffCount * effectValue[1];
- }
- long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
- harmBl);
- HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
- AttType.Skill, triggerData,
- wuXingType, skillFeatures,
- HarmType.Default);
- }
- protected override void ProCombatUpdate(float time)
- {
- _currTime += time;
- if (_currTime >= effectValue[0])
- {
- _currTime = 0;
- }
- }
- }
- }
|