S9062.cs 4.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111
  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 OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  7. using UnityEngine;
  8. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  9. namespace GameLogic.Combat.Skill
  10. {
  11. /// <summary>
  12. /// 木灵分身
  13. /// 生命低于{0}%时触发,木灵的根须快速在自身周围生出2个木灵之子,木灵之子之有普通攻击,木灵之子拥有boss的{1}最大生命值的生命
  14. ///(等级跟随boss的等级走)
  15. /// </summary>
  16. public class S9062 : SkillBasic
  17. {
  18. private bool _isTrigger;
  19. private Vector3[] pos;
  20. // private Vector3 pos2;
  21. protected override void ProUseSkill()
  22. {
  23. ActivationTimeLineData("9062");
  24. Vector3 pos1 = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(3, 0, 3));
  25. Vector3 pos2 = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(-3, 0, 3));
  26. if (pos == null)
  27. {
  28. pos = new Vector3[2];
  29. }
  30. pos[0] = pos1;
  31. pos[1] = pos2;
  32. ActivationTimeLineData("9062_fashe", customizePos: new Vector3[] { pos1 });
  33. ActivationTimeLineData("9062_fashe", customizePos: new Vector3[] { pos2 });
  34. }
  35. protected override void ProActiveSkill()
  36. {
  37. CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
  38. }
  39. protected override void ProDispose()
  40. {
  41. CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
  42. }
  43. private void HeroInjured(IEventData data)
  44. {
  45. if (_isTrigger)
  46. {
  47. return;
  48. }
  49. HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
  50. if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
  51. {
  52. if (CombatHeroEntity.HpBl < effectValue[0])
  53. {
  54. _isTrigger = true;
  55. CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().AddCommandSkill(this);
  56. // ZhaoHuan();
  57. }
  58. }
  59. }
  60. private void ZhaoHuan()
  61. {
  62. for (int i = 0; i < 2; i++)
  63. {
  64. CombatHeroEntity heroEntity = new CombatHeroEntity();
  65. heroEntity.IsEnemy = true;
  66. CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
  67. combatHeroInfo.InitMonster(1005, CombatHeroEntity.CurrCombatHeroInfo.level.Value);
  68. CombatController.currActiveCombat.CombatHeroController.SummonHero(combatHeroInfo, CombatHeroEntity,
  69. pos[i], -1, null);
  70. }
  71. S9061 s9061 = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic<S9061>();
  72. if (s9061 != null)
  73. {
  74. CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().AddCommandSkill(s9061);
  75. }
  76. }
  77. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  78. ITimelineFxLogic timelineFxLogic,
  79. TriggerData triggerData, ISkillFeatures skillFeatures)
  80. {
  81. ZhaoHuan();
  82. // float harmBl = 0;
  83. // b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1018>();
  84. // if (b1018 != null) //消耗一层感电,额外照成伤害
  85. // {
  86. // harmBl += b1018.buffCount * effectValue[1];
  87. // }
  88. //
  89. // long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  90. // harmBl);
  91. //
  92. // HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  93. // AttType.Skill, triggerData,
  94. // wuXingType, skillFeatures,
  95. // HarmType.Default);
  96. }
  97. }
  98. }