S1202.cs 2.8 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273
  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatTimer;
  3. using GameLogic.Combat.Buff;
  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. /// 雾隐千流法:身体散发出一团迷雾。从迷雾中飞出多个冰球,每个冰球对敌人照成伤害,施加1层寒气。
  12. /// </summary>
  13. public class S1202 : SkillBasic
  14. {
  15. private int currCount;
  16. protected override void ProUseSkill()
  17. {
  18. ActivationTimeLineData("1202");
  19. ballisticsCount = (int)effectValue[0];
  20. currCount = 0;
  21. }
  22. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  23. TriggerData triggerData)
  24. {
  25. }
  26. protected void FaShe()
  27. {
  28. if (currCount > effectValue[0]||CombatHeroEntity==null||CombatHeroEntity.CombatAIBasic==null||CombatHeroEntity.CombatAIBasic.currFocusTarget==null)
  29. {
  30. return;
  31. }
  32. currCount++;
  33. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  34. .GetThis<CombatHeroEntity>()
  35. .GetMainHotPoin<CombatHeroHitPoint>();
  36. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  37. currTarget.Add(combatHeroHitPoint);
  38. Vector3 p = CombatHeroEntity.dotPos;
  39. ActivationTimeLineData("1202_fashe", currTarget: currTarget, customizePos: new Vector3[] { p },indexCount: currCount/2);
  40. FaShe();
  41. // CombatTimerManager.Instance.AddTimer(0.2f, FaShe);
  42. }
  43. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  44. ITimelineFxLogic timelineFxLogic,
  45. TriggerData triggerData,ISkillFeatures skillFeatures)
  46. {
  47. if (groupName.Equals("1202"))
  48. {
  49. FaShe();
  50. }
  51. else
  52. {
  53. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  54. effectValue[1]);
  55. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
  56. wuXingType,skillFeatures,
  57. HarmType.Default);
  58. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  59. if (odds <= effectValue[2])
  60. {
  61. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1,this);
  62. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  63. }
  64. }
  65. }
  66. }
  67. }