| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 飞出{0}道巨龙,对敌人照成{1}火系伤害    /// 如果敌人处于灼痛中对敌人照成胆摄,眩晕敌人2秒    /// 飞龙数量+1,并对敌人施加1层灼烧    ///飞龙命中目标后引发天雷,对敌人额外照成100%伤害    /// </summary>    public class S1402 : SkillBasic    {        private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };        protected override void ProUseSkill()        {            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                .GetThis<CombatHeroEntity>()                .GetMainHotPoin<CombatHeroHitPoint>();            BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();            currTarget.Add(combatHeroHitPoint);            ballisticsCount = (int)effectValue[0];            for (int i = 0; i < effectValue[0]; i++)            {                float x = CombatCalculateTool.Instance.GetOdd(-100, 100);                x = (x) / 200;                Vector3 pos = new Vector3(x, 0.7f, -2f);                pos = CombatHeroEntity.GameObject.transform.TransformPoint(pos);                // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo(pos);                ActivationTimeLineData("1402_fashe", currTarget: currTarget,                    customizePos: new Vector3[] { pos }, indexCount: i, startTime: -0.2f * i);            }            ActivationTimeLineData("1402");        }        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,            TriggerData triggerData)        {        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData, ISkillFeatures skillFeatures)        {            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                effectValue[1]);            HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,                AttType.Skill, triggerData, wuXingType, skillFeatures,                HarmType.Default);            if (harmReturnInfo.isHitHero)            {                if (SelfSkillConfig.level > 3)                {                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1, this); //试驾灼热                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);                }                if (SelfSkillConfig.level > 1)                {                    b_1005 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1005>();                    if (b1010 != null)                    {                        int odd = CombatCalculateTool.Instance.GetOdd(0, 100);                        int currOdd = (int)(b1010.buffCount * effectValue[2]);                        if (currOdd <= odd)                        {                            BuffInfo buffInfo = BuffInfo.GetBuffInfo(10061, effectValue[3], 1, this); //眩晕敌人                            targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);                        }                    }                }                if (SelfSkillConfig.level > 5)                {                    long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(                        CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                        effectValue[4]);                    CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2,                        AttType.Skill, triggerData, wuXingType, skillFeatures,                        HarmType.Default);                }            }        }    }}
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