| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 玄甲护体(防御型技能)    /// 从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其照成伤害时会收到{1}%防御力反伤,    /// 反伤为真实伤害。持续{2}秒    /// </summary>    public class S9022 : SkillBasic    {        private long currAddV;        private bool isUpdate;        private float currTime;        private TimeLineEventLogicGroupBasic _loopTimeLine;        protected override void ProActiveSkill()        {            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);        }        private void HeroInjured(IEventData data)        {            if (!isUpdate)            {                return;            }            HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;            if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)            {                long harm = CombatHeroEntity.CurrCombatHeroInfo.defense.Value;                long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(harm, effectValue[1]);                HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity,                    heroInjuredEventData.HarmReturnInfo.source, v,                    AttType.Skill | AttType.FanJi, triggerData,                    wuXingType, null,                    HarmType.Default);            }        }        protected override void ProUseSkill()        {            _loopTimeLine=  ActivationTimeLineData("9022");        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData, ISkillFeatures skillFeatures)        {            long def = CombatHeroEntity.MaxCombatHeroInfo.defense.Value;            currAddV = CombatCalculateTool.Instance.GetVlaueRatioForLong(def, effectValue[0]);            CombatHeroEntity.CurrCombatHeroInfo.defense += currAddV;            isUpdate = true;            currTime = 0;                   }        protected override void ProCombatUpdate(float time)        {            if (!isUpdate)            {                return;            }            currTime += time;            if (currTime > effectValue[2])            {                isUpdate = false;                if (_loopTimeLine != null)                {                    _loopTimeLine.CloseLoopFx();                    _loopTimeLine = null;                }            }        }        protected override void ProDispose()        {            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);        }    }}
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