S9022.cs 3.0 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Hero;
  6. using UnityEngine;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.Skill
  9. {
  10. /// <summary>
  11. /// 玄甲护体(防御型技能)
  12. /// 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}%反伤,
  13. /// 反伤为真实伤害。持续{2}秒
  14. /// </summary>
  15. public class S9022 : SkillBasic
  16. {
  17. private long currAddV;
  18. private bool isUpdate;
  19. private float currTime;
  20. private TimeLineEventLogicGroupBasic _loopTimeLine;
  21. protected override void ProActiveSkill()
  22. {
  23. CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
  24. }
  25. private void HeroInjured(IEventData data)
  26. {
  27. if (!isUpdate)
  28. {
  29. return;
  30. }
  31. HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
  32. if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
  33. {
  34. long harm = heroInjuredEventData.HarmReturnInfo.att;
  35. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(harm, effectValue[1]);
  36. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity,
  37. heroInjuredEventData.HarmReturnInfo.source, v,
  38. AttType.Skill | AttType.FanJi, triggerData,
  39. wuXingType, null,
  40. HarmType.Default);
  41. }
  42. }
  43. protected override void ProUseSkill()
  44. {
  45. _loopTimeLine= ActivationTimeLineData("9022");
  46. }
  47. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  48. ITimelineFxLogic timelineFxLogic,
  49. TriggerData triggerData, ISkillFeatures skillFeatures)
  50. {
  51. long def = CombatHeroEntity.MaxCombatHeroInfo.defense.Value;
  52. currAddV = CombatCalculateTool.Instance.GetVlaueRatioForLong(def, effectValue[0]);
  53. CombatHeroEntity.CurrCombatHeroInfo.defense += currAddV;
  54. isUpdate = true;
  55. currTime = 0;
  56. }
  57. protected override void ProCombatUpdate(float time)
  58. {
  59. if (!isUpdate)
  60. {
  61. return;
  62. }
  63. currTime += time;
  64. if (currTime > effectValue[2])
  65. {
  66. isUpdate = false;
  67. if (_loopTimeLine != null)
  68. {
  69. _loopTimeLine.CloseLoopFx();
  70. _loopTimeLine = null;
  71. }
  72. }
  73. }
  74. protected override void ProDispose()
  75. {
  76. CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
  77. }
  78. }
  79. }