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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using GameLogic.Combat.Buff;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 冰星坠地(二阶段技能,一场触发1到2次即可)
- /// 天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,照成{1}伤害,并施加一层寒气
- /// </summary>
- public class S9014 : SkillBasic
- {
- private float currTime;
- private int currCount;
- private bool isUpdate;
- protected override void ProActiveSkill()
- {
- isActive = false;
- }
- protected override void ProUseSkill()
- {
- isUpdate = true;
- currCount = 0;
- currTime = 0;
- }
- protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData, ISkillFeatures skillFeatures)
- {
- float harmBl = effectValue[1];
- long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
- harmBl);
-
- HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
- AttType.Skill, triggerData,
- wuXingType, skillFeatures,
- HarmType.Default);
- if (harmReturnInfo.isHitHero)
- {
- BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
- targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
- }
- }
- protected override void ProCombatUpdate(float time)
- {
- if (!isUpdate)
- {
- return;
- }
- currTime += time;
- if (currTime > 0.2f)
- {
- //生成一个冰星 3个后生成砸中玩家的哪一个
- }
- }
- }
- }
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