S10001.cs 1.5 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.CombatTool;
  3. using GameLogic.Combat.Hero;
  4. using UnityEngine;
  5. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  6. namespace GameLogic.Combat.Skill
  7. {
  8. /// <summary>
  9. /// 战士的旋风斩
  10. /// </summary>
  11. public class S10001 : SkillBasic
  12. {
  13. protected float _harm;
  14. protected override void ProInitSkill()
  15. {
  16. _harm = 200;
  17. }
  18. protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  19. TimeLineEventLogicBasic timeLineEventLogicBasic)
  20. {
  21. ILifetCycleHitPoint[] allHero = new ILifetCycleHitPoint[_enterAlertTarget.Count];
  22. for (int i = 0; i < _enterAlertTarget.Count; i++)
  23. {
  24. allHero[i] = _enterAlertTarget[i].GetMainHotPoin<ILifetCycleHitPoint>();
  25. }
  26. return allHero;
  27. }
  28. protected override void ProUseSkill()
  29. {
  30. ActivationTimeLineData("sk1");
  31. }
  32. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  33. ITimelineFxLogic timelineFxLogic,
  34. TriggerData triggerData)
  35. {
  36. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  37. _harm);
  38. HarmReturnInfo harmReturnInfo = Harm(CombatHeroEntity, targetEntity,
  39. v, AttType.Skill, triggerData);
  40. }
  41. }
  42. }