S9061.cs 1.9 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. /// 幻花迷雾(当场上有木灵分身时触发)
  10. /// 身体摇动,天空散发出小小的花朵。木灵隐藏其中防御+{0}%,期间不在攻击,持续{1}秒
  11. /// </summary>
  12. public class S9061 : SkillBasic
  13. {
  14. protected float _currTime;
  15. private bool _isUpdate;
  16. protected override void ProUseSkill()
  17. {
  18. }
  19. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  20. ITimelineFxLogic timelineFxLogic,
  21. TriggerData triggerData, ISkillFeatures skillFeatures)
  22. {
  23. // float harmBl = 0;
  24. // b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1018>();
  25. // if (b1018 != null) //消耗一层感电,额外照成伤害
  26. // {
  27. // harmBl += b1018.buffCount * effectValue[1];
  28. // }
  29. //
  30. // long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  31. // harmBl);
  32. //
  33. // HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  34. // AttType.Skill, triggerData,
  35. // wuXingType, skillFeatures,
  36. // HarmType.Default);
  37. }
  38. protected override void ProCombatUpdate(float time)
  39. {
  40. if (!_isUpdate)
  41. {
  42. return;
  43. }
  44. _currTime += time;
  45. if (_currTime >= effectValue[1])
  46. {
  47. _isUpdate = false;
  48. }
  49. }
  50. }
  51. }