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							- using System;
 
- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using Fort23.Core;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using UnityEngine;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     /// <summary>
 
-     /// 冰魄飞甲
 
-     /// 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
 
-     /// </summary>
 
-     public class S9021 : SkillBasic
 
-     {
 
-         protected override void ProInitSkill()
 
-         {
 
-             AddTriggerCallBack("9021_zd", ProDefaultTimeLineTrigger_9021_zd);
 
-         }
 
-         protected override void ProUseSkill()
 
-         {
 
-             ActivationTimeLineData("9021");
 
-             ballisticsCount = (int)effectValue[0];
 
-             Vector3 startPos = CombatHeroEntity.dotPos;
 
-             CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
 
-                 .GetThis<CombatHeroEntity>()
 
-                 .GetMainHotPoin<CombatHeroHitPoint>();
 
-             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
 
-             currTarget.Add(combatHeroHitPoint);
 
-             Vector3 dir = (combatHeroHitPoint.combatHeroEntity.dotPos - startPos).normalized;
 
-             bool isLafet = false;
 
-             for (int i = 0; i < effectValue[0]*15; i++)
 
-             {
 
-                 Vector3 endPos = Vector3.zero;
 
-                 if (i != 0)
 
-                 {
 
-                     int fh = (int)(Math.Pow(-1, i + 1) * Math.Ceiling(i / 2.0));
 
-                     Quaternion quaternion = Quaternion.Euler(0, fh * 5, 0)*CombatHeroEntity.GameObject.transform.rotation;
 
-                     dir = quaternion * Vector3.forward;
 
-                 }
 
-                 endPos = dir * 30 + startPos+new Vector3(0,1,0);
 
-                 ActivationTimeLineData("9021_zd", currTarget: currTarget,
 
-                     customizePos: new Vector3[] { startPos, endPos }, indexCount: i);
 
-             }
 
-         }
 
-         private void ProDefaultTimeLineTrigger_9021_zd(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData, ISkillFeatures skillFeatures)
 
-         {
 
-             HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
 
-             harmReturnInfo.ArmorPiercing = effectValue[2];
 
-             float harmBl = effectValue[1];
 
-             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
 
-                 harmBl);
 
-             harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
 
-                 AttType.Skill, triggerData,
 
-                 wuXingType, skillFeatures,
 
-                 HarmType.Default, harmReturnInfo: harmReturnInfo);
 
-         }
 
-         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData, ISkillFeatures skillFeatures)
 
-         {
 
-         }
 
-     }
 
- }
 
 
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