S1301.cs 3.1 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. /// <summary>
  10. /// 发出多条细细的毒针,对敌人照成金系伤害,并10%施加1层毒
  11. /// </summary>
  12. public class S1301 : SkillBasic
  13. {
  14. private int currCount;
  15. private Vector3 startPos;
  16. private Vector3 fangXiang;
  17. protected override void ProUseSkill()
  18. {
  19. currCount = 0;
  20. ActivationTimeLineData("1301");
  21. for (int i = 0; i < effectValue[0]; i++)
  22. {
  23. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  24. .GetThis<CombatHeroEntity>()
  25. .GetMainHotPoin<CombatHeroHitPoint>();
  26. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  27. currTarget.Add(combatHeroHitPoint);
  28. Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
  29. Random.Range(2f, 3f), Random.Range(0.5f, 1f)));
  30. ActivationTimeLineData("1301_fashe", currTarget: currTarget,
  31. customizePos: new Vector3[] { p }, indexCount: i);
  32. }
  33. }
  34. // private void Launch()
  35. // {
  36. // CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  37. // .GetThis<CombatHeroEntity>()
  38. // .GetMainHotPoin<CombatHeroHitPoint>();
  39. // BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  40. // currTarget.Add(combatHeroHitPoint);
  41. // // SpecialDotInfo specialDotInfo= CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  42. // ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
  43. // customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  44. // }
  45. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  46. TriggerData triggerData)
  47. {
  48. }
  49. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  50. ITimelineFxLogic timelineFxLogic,
  51. TriggerData triggerData)
  52. {
  53. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  54. effectValue[1]);
  55. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
  56. wuXingType,
  57. HarmType.Default);
  58. int odds= Random.Range(0, 100);
  59. if (odds < effectValue[2])
  60. {
  61. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
  62. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  63. }
  64. }
  65. }
  66. }