| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182 | 
							- 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>
 
-     /// 血刃金煌功 向前方挥动{0}次每次挥动形成一道血刃刀气,对敌人{1}照成伤害,没道刀气并对敌人照成流血
 
-     /// 刀气现在在命中目标后能为玩家带来伤害的20%生命恢复
 
-     /// 刀气+1
 
-     /// 刀气对放血的目标照成的伤害提升200%,并再次让敌人放血
 
-     /// </summary>
 
-     public class S1103 : SkillBasic
 
-     {
 
-         protected override void ProUseSkill()
 
-         {
 
-             _finishTimeLineGroupName = "1103";
 
-             ActivationTimeLineData("1103");
 
-             CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
 
-                 .GetThis<CombatHeroEntity>()
 
-                 .GetMainHotPoin<CombatHeroHitPoint>();
 
-             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
 
-             currTarget.Add(combatHeroHitPoint);
 
-             ballisticsCount = (int)effectValue[0];
 
-             for (int i = 0; i < effectValue[0]; i++)
 
-             {
 
-                 float a = CombatCalculateTool.Instance.GetOdd(0, 360);
 
-                 Quaternion q = Quaternion.Euler(0, 0, a);
 
-                 q = CombatHeroEntity.GameObject.transform.rotation * q;
 
-                 Vector3 qe = q.eulerAngles;
 
-                 float startTime = i * -0.2f;
 
-                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
 
-                 ActivationTimeLineData("1103_fashe", currTarget: currTarget,
 
-                     customizePos: new Vector3[] { specialDotInfo.GetWorlPos(), qe }, indexCount: i,
 
-                     startTime: startTime);
 
-             }
 
-         }
 
-         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData, ISkillFeatures skillFeatures)
 
-         {
 
-             float addHarm = effectValue[1];
 
-             if (SelfSkillConfig.level > 5)
 
-             {
 
-                 b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();
 
-                 if (b1012 != null)
 
-                 {
 
-                     addHarm += SelfSkillConfig.effectValue[4];
 
-                     b1012.FangXue();
 
-                 }
 
-             }
 
-             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
 
-                 addHarm);
 
-             HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
 
-                 AttType.Skill, triggerData,
 
-                 wuXingType, skillFeatures,
 
-                 HarmType.Default);
 
-             if (harmReturnInfo.isHitHero)
 
-             {
 
-                 int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
 
-                 if (odds <= effectValue[2])
 
-                 {
 
-                     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1,this);
 
-                     targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
 
-                 }
 
-                 if (SelfSkillConfig.level > 1)
 
-                 {
 
-                     long huiFu = CombatCalculateTool.Instance.GetVlaueRatioForLong(harmReturnInfo.att, effectValue[3]);
 
-                     CombatCalculateTool.Instance.Recover(CombatHeroEntity,
 
-                         CombatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), huiFu, AttType.Skill, HarmType.Recover,
 
-                         triggerData);
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
  |