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- 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>
- /// 引雷
- /// 请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率
- /// ,最多被击中{2}次,每次击中消耗一层感电额外照成{3}伤害。引雷可以击中弹道.持续{4}秒
- /// </summary>
- public class S9053 : SkillBasic
- {
- private float _currTime;
- private int _hitCount;
- private bool _isUpdate;
- private float _jianGe;
- protected override void ProUseSkill()
- {
- ballisticsCount = (int)effectValue[0];
- }
- protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData, ISkillFeatures skillFeatures)
- {
- float harmBl = effectValue[1];
- b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1018>();
- if (b1018 != null)//消耗一层感电,额外照成伤害
- {
- b1018.ReduceCount(1);
- harmBl += effectValue[3];
- }
- 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(10181, 1);
- // targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
- // }
- }
- private void SetJianGe()
- {
- _jianGe = CombatCalculateTool.Instance.GetOdd(20, 100) / 100f;
- }
- protected override void ProCombatUpdate(float time)
- {
- if (!_isUpdate)
- {
- return;
- }
- _currTime += time;
- if (_currTime >= _jianGe)
- {
- _currTime = 0;
- SetJianGe();
- //发射一道闪电
- int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
- if (odds <= effectValue[0])
- {
- //击中目标
- }
- }
- }
- }
- }
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