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							- using Fort23.Core;
 
- using GameLogic.Combat.Buff;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using UnityEngine;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Skill.MagicSkill
 
- {
 
-     /// <summary>
 
-     /// 对敌人照成伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{0}秒
 
-     /// 使敌人的所有灵根降低10%持续5秒
 
-     /// </summary>
 
-     public class S3101 : MagicSkillBasic
 
-     {
 
-         private CombatHeroEntity target;
 
-         protected override void ProMagicUseSkill()
 
-         {
 
-             // StraightLineShow straightLineShow = new StraightLineShow();
 
-             // straightLineShow.Init(this);
 
-             target=  CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget;
 
-          
 
-             if (target == null)
 
-             {
 
-                 SkillPlayFinish();
 
-                 return;
 
-             }
 
-           
 
-             MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(target, Finish);
 
-             SetMagicAttShowBasic(magicAttShowBasic);
 
-         }
 
-         protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
 
-             TimeLineEventLogicBasic timeLineEventLogicBasic)
 
-         {
 
-             ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
 
-             lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
 
-             return lifetCycleHitPoints;
 
-         }
 
-         private void Finish()
 
-         {
 
-             BuffInfo buffInfo = BuffInfo.GetBuffInfo(10091, effectValue[1], 1,this);
 
-             BuffBasic buffBasic = target.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
 
-             if (buffBasic != null && SelfSkillConfig.level > 5)
 
-             {
 
-                 float v = effectValue[2];
 
-                 target.CurrCombatHeroInfo.Metal -= v;
 
-                 target.CurrCombatHeroInfo.Wood -= v;
 
-                 target.CurrCombatHeroInfo.Water -= v;
 
-                 target.CurrCombatHeroInfo.Fire -= v;
 
-                 target.CurrCombatHeroInfo.Earth -= v;
 
-                 buffBasic.buffFinish = delegate()
 
-                 {
 
-                     target.CurrCombatHeroInfo.Metal += v;
 
-                     target.CurrCombatHeroInfo.Wood += v;
 
-                     target.CurrCombatHeroInfo.Water += v;
 
-                     target.CurrCombatHeroInfo.Fire += v;
 
-                     target.CurrCombatHeroInfo.Earth += v;
 
-                 };
 
-             }
 
-             // 
 
-             Debug.Log("法宝对敌人照成伤害");
 
-             ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin<ILifetCycleHitPoint>();
 
-             if (lifetCycleHitPoint == null)
 
-             {
 
-                 SkillPlayFinish();
 
-                 return;
 
-             }
 
-             BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
 
-             cBetterList.Add(lifetCycleHitPoint);
 
-             ActivationTimeLineData("sk1_hit", currTarget: cBetterList);
 
-             SkillPlayFinish();
 
-     
 
-             long att = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.attack.Value;
 
-             long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(att, effectValue[0]);
 
-             CombatCalculateTool.Instance.Harm(CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity,
 
-                 lifetCycleHitPoint as CombatHeroHitPoint, harm, AttType.FaBao, triggerData, wuXingType, null,
 
-                 HarmType.Default);
 
-         }
 
-     }
 
- }
 
 
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