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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using Common.Combat.FxAILogic;
 
- using Core.Triiger;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 
- using UnityEngine;
 
- namespace GameLogic.Combat.Skill.MagicSkill
 
- {
 
-     /// <summary>
 
-     /// 玄龟盾:前方形成一个土系防御盾,抵挡敌人伤害
 
-     /// </summary>
 
-     public class S3501 : MagicSkillBasic, ITriggerEntity, IBarrier
 
-     {
 
-         public string tag { get; }
 
-         private IUnRegister _unRegister;
 
-         private bool _use;
 
-         private long _currHp;
 
-         protected GameObject pengZhuang;
 
-         private bool isUpdate;
 
-         // protected bool 
 
-         private SpecialDotInfo specialDotInfo;
 
-         private TimeLineEventLogicGroupBasic loop;
 
-         protected override void ProMagicUseSkill()
 
-         {
 
-             isUpdate = false;
 
-             specialDotInfo =
 
-                 CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GetSpecialDotInfo("zdpos1");
 
-             MagicAttShowBasic magicAttShowBasic = InitXiaoShiAndShow(specialDotInfo.GetWorlPos(), Finish);
 
-             SetMagicAttShowBasic(magicAttShowBasic);
 
-         }
 
-         public ShowBaiscEntity Own { get; set; }
 
-         public BarrierTriggerData BarrierTriggerData { get; set; }
 
-         private void Finish()
 
-         {
 
-             isUpdate = true;
 
-             loop= ActivationTimeLineData("sk1");
 
-             Own = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity;
 
-             if (pengZhuang == null)
 
-             {
 
-                 pengZhuang = new GameObject("pengzhaung");
 
-                 SphereCollider sphereCollider = pengZhuang.AddComponent<SphereCollider>();
 
-                 sphereCollider.isTrigger = true;
 
-                 sphereCollider.radius = 2.5f;
 
-             }
 
-             pengZhuang.SetActive(true);
 
-             BarrierEntityMono barrierEntityMono =
 
-                 pengZhuang.GetOrAddComponent<BarrierEntityMono>();
 
-             pengZhuang.transform.position = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.dotPos;
 
-             pengZhuang.transform.SetParent(CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GameObject
 
-                 .transform);
 
-             barrierEntityMono.Barrier = this;
 
-             _use = true;
 
-             _currHp = CombatCalculateTool.Instance.GetVlaueRatioForLong(
 
-                 CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.MaxCombatHeroInfo.hp.Value,
 
-                 SelfSkillConfig.effectValue[0]);
 
-         }
 
-         public bool CollideTriiger(ITriggerEntity triggerEntity)
 
-         {
 
-             return !_use || _currHp <= 0;
 
-         }
 
-         protected override void ProDispose()
 
-         {
 
-             if (pengZhuang != null)
 
-             {
 
-                 pengZhuang.SetActive(false);
 
-                 pengZhuang = null;
 
-             }
 
-             if (loop != null)
 
-             {
 
-                 loop.CloseLoopFx();
 
-             }
 
-             loop = null;
 
-         }
 
-         protected override void ProBreakMagicSkill()
 
-         {
 
-             isUpdate = false;
 
-             SkillPlayFinish();
 
-             pengZhuang.SetActive(false);
 
-         }
 
-         protected override void MagicSkillUpdate(float time)
 
-         {
 
-             if (isUpdate)
 
-             {
 
-                 CombatMagicWeaponEntity.GameObject.transform.position = specialDotInfo.GetWorlPos();
 
-             }
 
-         }
 
-         protected override void ProSkillPlayFinish()
 
-         {
 
-             if (loop != null)
 
-             {
 
-                 loop.CloseLoopFx();
 
-             }
 
-             loop = null;
 
-         }
 
-         public long Harm(HarmReturnInfo harmReturnInfo)
 
-         {
 
-             _currHp -= harmReturnInfo.att;
 
-             if (_currHp <= 0) //盾破
 
-             {
 
-                 isUpdate = false;
 
-                 SkillPlayFinish();
 
-                 pengZhuang.SetActive(false);
 
-                 Debug.Log("盾破了,做表现的时候一起做");
 
-             }
 
-             return 0;
 
-         }
 
-     }
 
- }
 
 
  |