| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240 | 
							- using Common.Utility.CombatEvent;
 
- using Fort23.Core;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using GameLogic.Player;
 
- using Utility;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     /// <summary>
 
-     /// 生衍道 :功法拥有生息之能,每次使用功法能获得对应属性的充能,充能满后获得对应属性的加成 金:提升攻击力 木:恢复生命 水:治疗一个较重伤势 火:功法强度提升 土:玩家防御提升。(全能型)
 
-     /// </summary>
 
-     public class DS60102 : SkillBasic
 
-     {
 
-         public Map<WuXingType, float> currEnergy = new Map<WuXingType, float>();
 
-         private long addAtt;
 
-         private float addAtt_bl;
 
-         private long addDef;
 
-         private float addDef_bl;
 
-         private long addQiangDu;
 
-         private float addQiangDu_bl;
 
-         protected override void ProUseSkill()
 
-         {
 
-         }
 
-         protected override void ProInitSkill()
 
-         {
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
 
-         }
 
-         private void UseSkill(IEventData iEventData)
 
-         {
 
-             CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
 
-             SkillBasic skillBasic = combatUseSkillEventData.useSkill;
 
-             if (skillBasic.CombatHeroEntity == CombatHeroEntity && skillBasic.SelfSkillConfig.SkillType == 1)
 
-             {
 
-                 float v = SelfSkillConfig.effectValue[0];
 
-                 if (currEnergy.ContainsKey(skillBasic.wuXingType))
 
-                 {
 
-                     currEnergy[skillBasic.wuXingType] += v;
 
-                     v = currEnergy[skillBasic.wuXingType];
 
-                 }
 
-                 else
 
-                 {
 
-                     currEnergy.Add(skillBasic.wuXingType, v);
 
-                 }
 
-                 switch (skillBasic.wuXingType)
 
-                 {
 
-                     case WuXingType.Gold:
 
-                         GoldLogic();
 
-                         break;
 
-                     case WuXingType.Wood:
 
-                         WoodLogic();
 
-                         break;
 
-                     case WuXingType.Water:
 
-                         WaterLogic();
 
-                         break;
 
-                     case WuXingType.Fire:
 
-                         FireLogic();
 
-                         break;
 
-                     case WuXingType.Earth:
 
-                         EarthLogic();
 
-                         break;
 
-                 }
 
-             }
 
-         }
 
-         protected void GoldLogic()
 
-         {
 
-             float max = SelfSkillConfig.effectValue[1];
 
-             float v = currEnergy[WuXingType.Gold];
 
-             if (v >= max)
 
-             {
 
-                 currEnergy[WuXingType.Gold] = 0;
 
-                 long maxAttack = CombatHeroEntity.MaxCombatHeroInfo.attack.Value;
 
-                 float addV = SelfSkillConfig.effectValue[2];
 
-                 float maxValue = SelfSkillConfig.effectValue[3];
 
-                 if (addV + addAtt_bl > maxValue)
 
-                 {
 
-                     addV = maxValue - addAtt_bl;
 
-                 }
 
-                 addAtt_bl += addV;
 
-                 CombatHeroEntity.CurrCombatHeroInfo.attack -= addAtt;
 
-                 addAtt = CombatCalculateTool.Instance.GetVlaueRatioForLong(maxAttack, addV);
 
-                 CombatHeroEntity.CurrCombatHeroInfo.attack += addAtt;
 
-             }
 
-         }
 
-         protected void WoodLogic()
 
-         {
 
-             float max = SelfSkillConfig.effectValue[4];
 
-             float v = currEnergy[WuXingType.Wood];
 
-             if (v >= max)
 
-             {
 
-                 currEnergy[WuXingType.Wood] = 0;
 
-                 long h = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.MaxCombatHeroInfo.hp.Value,
 
-                     SelfSkillConfig.effectValue[5]);
 
-                 CombatCalculateTool.Instance.Recover(CombatHeroEntity,
 
-                     CombatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), h, AttType.Skill, HarmType.Default,
 
-                     triggerData);
 
-             }
 
-         }
 
-         protected void WaterLogic()
 
-         {
 
-             float max = SelfSkillConfig.effectValue[6];
 
-             float v = currEnergy[WuXingType.Water];
 
-             if (v < max)
 
-             {
 
-                 return;
 
-             }
 
-             currEnergy[WuXingType.Water] = 0;
 
-             float metal_Injury = CombatHeroEntity.CurrCombatHeroInfo.Metal_Injury;
 
-             float Wood_Injury = CombatHeroEntity.CurrCombatHeroInfo.Wood_Injury;
 
-             float Water_Injury = CombatHeroEntity.CurrCombatHeroInfo.Water_Injury;
 
-             float Fire_Injury = CombatHeroEntity.CurrCombatHeroInfo.Fire_Injury;
 
-             float Earth_Injury = CombatHeroEntity.CurrCombatHeroInfo.Earth_Injury;
 
-             float[] injury = { metal_Injury, Wood_Injury, Water_Injury, Fire_Injury, Earth_Injury };
 
-             int minIndex = 0;
 
-             float minValue = injury[0];
 
-             for (int i = 1; i < injury.Length; i++)
 
-             {
 
-                 if (injury[i] < minValue)
 
-                 {
 
-                     minValue = injury[i];
 
-                     minIndex = i;
 
-                 }
 
-             }
 
-             float vInjury = SelfSkillConfig.effectValue[7];
 
-             switch (minIndex)
 
-             {
 
-                 case 0:
 
-                     CombatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= vInjury;
 
-                     break;
 
-                 case 1:
 
-                     CombatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= vInjury;
 
-                     break;
 
-                 case 2:
 
-                     CombatHeroEntity.CurrCombatHeroInfo.Water_Injury -= vInjury;
 
-                     break;
 
-                 case 3:
 
-                     CombatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= vInjury;
 
-                     break;
 
-                 case 4:
 
-                     CombatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= vInjury;
 
-                     break;
 
-             }
 
-         }
 
-         protected void FireLogic()
 
-         {
 
-             float max = SelfSkillConfig.effectValue[8];
 
-             float v = currEnergy[WuXingType.Fire];
 
-             if (v < max)
 
-             {
 
-                 return;
 
-             }
 
-             currEnergy[WuXingType.Fire] = 0;
 
-             // float currGongFaStrength = CombatHeroEntity.CurrCombatHeroInfo.gongFaStrength;
 
-             float addV = SelfSkillConfig.effectValue[9];
 
-             float maxValue = SelfSkillConfig.effectValue[10];
 
-             if (addV + addQiangDu_bl > maxValue)
 
-             {
 
-                 addV = maxValue - addQiangDu_bl;
 
-             }
 
-             CombatHeroEntity.CurrCombatHeroInfo.gongFaStrength -= addQiangDu_bl;
 
-             addQiangDu_bl += addV;
 
-             CombatHeroEntity.CurrCombatHeroInfo.gongFaStrength += addQiangDu_bl;
 
-         }
 
-         protected void EarthLogic()
 
-         {
 
-             float max = SelfSkillConfig.effectValue[11];
 
-             float v = currEnergy[WuXingType.Earth];
 
-             if (v < max)
 
-             {
 
-                 return;
 
-             }
 
-             currEnergy[WuXingType.Earth] = 0;
 
-             long maxDef = CombatHeroEntity.MaxCombatHeroInfo.defense.Value;
 
-             float addV = SelfSkillConfig.effectValue[12];
 
-             float maxValue = SelfSkillConfig.effectValue[13];
 
-             if (addV + addDef_bl > maxValue)
 
-             {
 
-                 addV = maxValue - addDef_bl;
 
-             }
 
-             addDef_bl += addV;
 
-             CombatHeroEntity.CurrCombatHeroInfo.defense -= addDef;
 
-             addDef = CombatCalculateTool.Instance.GetVlaueRatioForLong(maxDef, addV);
 
-             CombatHeroEntity.CurrCombatHeroInfo.attack += addDef;
 
-         }
 
-         private void Finish()
 
-         {
 
-             // if (_updateTime)
 
-             // {
 
-             //     CombatHeroEntity.CurrCombatHeroInfo.addAttSpeed_bl -= SelfSkillConfig.effectValue[2];
 
-             //     _updateTime = false;
 
-             // }
 
-         }
 
-         protected override void ProCombatUpdate(float time)
 
-         {
 
-             // if (_updateTime)
 
-             // {
 
-             //     _currTime += time;
 
-             //     if (_currTime >= SelfSkillConfig.effectValue[3])
 
-             //     {
 
-             //         Finish();
 
-             //     }
 
-             // }
 
-         }
 
-         protected override void ProDispose()
 
-         {
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);
 
-         }
 
-     }
 
- }
 
 
  |