S9064.cs 1.7 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Hero;
  6. using UnityEngine;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.Skill
  9. {
  10. /// <summary>
  11. /// 缠绕
  12. /// 敌人脚下生长出藤蔓,将敌人捆住。{0}秒内不能行动(功法不在释放和填充),受到木灵之子的攻击伤害+{1}%
  13. /// </summary>
  14. public class S9064 : SkillBasic
  15. {
  16. private float _currTime;
  17. private bool _isUpdate;
  18. protected override void ProUseSkill()
  19. {
  20. _currTime = 0;
  21. _isUpdate = true;
  22. }
  23. protected override void ProActiveSkill()
  24. {
  25. CombatEventManager.Instance.AddEventListener(CombatEventType.StartInjured, StartInjured);
  26. }
  27. private void StartInjured(IEventData data)
  28. {
  29. if (!_isUpdate)
  30. {
  31. return;
  32. }
  33. StartInjuredEventData startInjuredEventData = data as StartInjuredEventData;
  34. //如果是木桩 伤害增加
  35. }
  36. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  37. ITimelineFxLogic timelineFxLogic,
  38. TriggerData triggerData, ISkillFeatures skillFeatures)
  39. {
  40. }
  41. protected override void ProCombatUpdate(float time)
  42. {
  43. if (!_isUpdate)
  44. {
  45. return;
  46. }
  47. _currTime += time;
  48. if (_currTime > effectValue[0])
  49. {
  50. _isUpdate = false;
  51. }
  52. }
  53. }
  54. }