S3301.cs 5.3 KB

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  1. using System.Collections.Generic;
  2. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Buff;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Hero;
  7. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  8. using UnityEngine;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  10. namespace GameLogic.Combat.Skill.MagicSkill
  11. {
  12. /// <summary>
  13. /// 对敌人照成伤害,并随机封锁敌人{0}个法宝,让其{1}秒内不能使用和不能充能
  14. /// 如果影响的是2个相生法宝,则这2个法宝在本场战斗中充能时间增加30%
  15. /// </summary>
  16. public class S3301 : MagicSkillBasic
  17. {
  18. private CombatHeroEntity target;
  19. List<CombatMagicWeaponEntity> yingXingWeapon = new List<CombatMagicWeaponEntity>();
  20. protected override void ProMagicUseSkill()
  21. {
  22. // StraightLineShow straightLineShow = new StraightLineShow();
  23. // straightLineShow.Init(this);
  24. target = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget;
  25. if (target == null)
  26. {
  27. SkillPlayFinish();
  28. return;
  29. }
  30. MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(target, Finish);
  31. SetMagicAttShowBasic(magicAttShowBasic);
  32. }
  33. private void Finish()
  34. {
  35. CombatHeroEntity combatHeroEntity = target;
  36. ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin<ILifetCycleHitPoint>();
  37. if (lifetCycleHitPoint == null)
  38. {
  39. return;
  40. }
  41. CombatMagicWeaponEntity[] AllMagicWeapon = combatHeroEntity.heroMagicWeaponControl.AllMagicWeapon;
  42. int maxCount = combatHeroEntity.heroMagicWeaponControl.MagicWeaponCount;
  43. if (maxCount > 0)
  44. {
  45. List<CombatMagicWeaponEntity> currAllMagicWeapon = new List<CombatMagicWeaponEntity>();
  46. currAllMagicWeapon.AddRange(AllMagicWeapon);
  47. List<CombatMagicWeaponEntity> addMagicWeaponEntities = new List<CombatMagicWeaponEntity>();
  48. for (int i = 0; i < effectValue[0]; i++)
  49. {
  50. if (maxCount > 0)
  51. {
  52. int index = Random.Range(0, maxCount);
  53. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10081, effectValue[1], 1);
  54. CombatMagicWeaponEntity combatMagicWeaponEntity = currAllMagicWeapon[index];
  55. combatMagicWeaponEntity.BuffControl.AddBuff(
  56. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity,
  57. buffInfo);
  58. currAllMagicWeapon.RemoveAt(index);
  59. if (SelfSkillConfig.level > 3 && !yingXingWeapon.Contains(combatMagicWeaponEntity))
  60. {
  61. bool isXiangSheng = false;
  62. if (addMagicWeaponEntities.Count > 0)
  63. {
  64. for (int j = 0; j < addMagicWeaponEntities.Count; j++)
  65. {
  66. CombatMagicWeaponEntity lasetWeaponEntity = addMagicWeaponEntities[j];
  67. bool isOk = CombatCalculateTool.Instance.IsSymbiosis(lasetWeaponEntity.WuXingType,
  68. combatMagicWeaponEntity.WuXingType);
  69. if (isOk)
  70. {
  71. lasetWeaponEntity.cdAddSpeed -= effectValue[3];
  72. combatMagicWeaponEntity.cdAddSpeed -= effectValue[3];
  73. yingXingWeapon.Add(lasetWeaponEntity);
  74. yingXingWeapon.Add(combatMagicWeaponEntity);
  75. isXiangSheng = true;
  76. addMagicWeaponEntities.RemoveAt(j);
  77. break;
  78. }
  79. }
  80. }
  81. if (!isXiangSheng)
  82. {
  83. addMagicWeaponEntities.Add(combatMagicWeaponEntity);
  84. }
  85. }
  86. maxCount--;
  87. }
  88. }
  89. }
  90. BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
  91. cBetterList.Add(lifetCycleHitPoint);
  92. ActivationTimeLineData("sk1_hit", currTarget: cBetterList);
  93. SkillPlayFinish();
  94. // TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic =
  95. // ActivationTimeLineData("sk1_xiaoshi");
  96. }
  97. // protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  98. // TimeLineEventLogicBasic timeLineEventLogicBasic)
  99. // {
  100. // ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
  101. // lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
  102. // return lifetCycleHitPoints;
  103. // }
  104. }
  105. }