S9021.cs 2.2 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Fort23.Core;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Skill
  8. {
  9. /// <summary>
  10. /// 冰魄飞甲
  11. /// 神龟龟甲一个虚影快速连续收缩,然后爆开,形成多个如同龟甲碎片的弹道,被命中的敌人受到{0}伤害,碎片无视敌人{1}%防御
  12. /// </summary>
  13. public class S9021 : SkillBasic
  14. {
  15. protected override void ProUseSkill()
  16. {
  17. ballisticsCount = (int)effectValue[0];
  18. for (int i = 0; i < effectValue[0]; i++)
  19. {
  20. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  21. .GetThis<CombatHeroEntity>()
  22. .GetMainHotPoin<CombatHeroHitPoint>();
  23. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  24. currTarget.Add(combatHeroHitPoint);
  25. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  26. ActivationTimeLineData("1101", currTarget: currTarget,
  27. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  28. }
  29. }
  30. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  31. ITimelineFxLogic timelineFxLogic,
  32. TriggerData triggerData, ISkillFeatures skillFeatures)
  33. {
  34. HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
  35. harmReturnInfo.ArmorPiercing = effectValue[2];
  36. float harmBl = effectValue[1];
  37. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  38. harmBl);
  39. harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  40. AttType.Skill, triggerData,
  41. wuXingType, skillFeatures,
  42. HarmType.Default, harmReturnInfo: harmReturnInfo);
  43. }
  44. }
  45. }