S9024.cs 2.9 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.Buff;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Hero;
  7. using UnityEngine;
  8. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  9. namespace GameLogic.Combat.Skill
  10. {
  11. /// <summary>
  12. /// 冰魄牢域(生命值低于50%释放,一局释放一次)
  13. /// 神龟仰天长吼,跺脚几下,整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,
  14. /// 寒气每叠到{0}层时,消耗所有层寒气对敌人照成{0}秒的冰冻效果
  15. /// </summary>
  16. public class S9024 : SkillBasic
  17. {
  18. private bool isUse;
  19. private TimeLineEventLogicGroupBasic _loopTimeLine;
  20. protected override void ProActiveSkill()
  21. {
  22. isUse = false;
  23. CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
  24. }
  25. protected override void ProDispose()
  26. {
  27. if (_loopTimeLine != null)
  28. {
  29. _loopTimeLine.CloseLoopFx();
  30. }
  31. _loopTimeLine = null;
  32. CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
  33. // base.ProDispose();
  34. }
  35. private void HeroInjured(IEventData data)
  36. {
  37. HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
  38. if (isUse)
  39. {
  40. if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity&&!heroInjuredEventData.HarmReturnInfo.attType.HasFlag(AttType.Buff))
  41. {
  42. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
  43. heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  44. }
  45. return;
  46. }
  47. if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
  48. {
  49. float bl = CombatHeroEntity.CurrCombatHeroInfo.hp.Value * 1.0f /
  50. CombatHeroEntity.MaxCombatHeroInfo.hp.Value;
  51. if (bl * 100 < effectValue[0])
  52. {
  53. CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().AddCommandSkill(this);
  54. isUse = true;
  55. //触发技能
  56. }
  57. }
  58. }
  59. protected override void ProUseSkill()
  60. {
  61. _loopTimeLine= ActivationTimeLineData("9024");
  62. }
  63. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  64. ITimelineFxLogic timelineFxLogic,
  65. TriggerData triggerData, ISkillFeatures skillFeatures)
  66. {
  67. }
  68. }
  69. }