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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using Core.Triiger;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using GameLogic.Player;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     /// <summary>
 
-     /// (2转,防御型技能):身体周围围绕多丙剑飞行,可以阻挡敌人的功法.抵挡{0}最大生命值的伤害 改剑阵收到火系伤害时会升温,升温后会融化。(受到的火系伤害提升60%)
 
-     /// </summary>
 
-     public class S9002 : SkillBasic, IBarrier
 
-     {
 
-         private bool isTrgger;
 
-         public long shel;
 
-         protected TimeLineEventLogicGroupBasic _timeLineEventLogicGroupBasic;
 
-         protected override void ProInitSkill()
 
-         {
 
-             // AddTriggerCallBack("sk1_fashe", Sk1_FaSheProDefaultTimeLineTrigger);
 
-         }
 
-         protected override void ProUseSkill()
 
-         {
 
-             CombatHeroEntity.CloseLoopFx();
 
-             _timeLineEventLogicGroupBasic = ActivationTimeLineData("sk2");
 
-             Own = CombatHeroEntity;
 
-         }
 
-         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData,ISkillFeatures skillFeatures)
 
-         {
 
-             // count = 0;
 
-             SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("sk2_trigger");
 
-             // specialDotInfo
 
-             BarrierEntityMono barrierEntityMono =
 
-                 specialDotInfo.targetTran.gameObject.GetOrAddComponent<BarrierEntityMono>();
 
-             barrierEntityMono.Barrier = this;
 
-             isTrgger = true;
 
-             shel = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.MaxCombatHeroInfo.hp.Value,
 
-                 effectValue[0]);
 
-             isActive = false;
 
-         }
 
-         // private void Sk1_FaSheProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-         //     ITimelineFxLogic timelineFxLogic,
 
-         //     TriggerData triggerData,ISkillFeatures skillFeatures)
 
-         // {
 
-         //     long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
 
-         //         effectValue[0]);
 
-         //     CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType,skillFeatures,
 
-         //         HarmType.Default);
 
-         // }
 
-         protected override void ProCombatUpdate(float time)
 
-         {
 
-             if (!isTrgger)
 
-             {
 
-                 return;
 
-             }
 
-             // currTime += time;
 
-             // if (currTime > 0.1f)
 
-             // {
 
-             //     currTime -= time;
 
-             //     ActivationTimeLineData("sk1_fashe");
 
-             //     count++;
 
-             //     if (count > 20)
 
-             //     {
 
-             //         isTrgger = false;
 
-             //     }
 
-             // }
 
-         }
 
-         public ShowBaiscEntity Own { get; set; }
 
-         public BarrierTriggerData BarrierTriggerData { get; set; }
 
-         public bool CollideTriiger(ITriggerEntity triggerEntity)
 
-         {
 
-             return !isTrgger || shel <= 0;
 
-         }
 
-         public long Harm(HarmReturnInfo harmReturnInfo)
 
-         {
 
-             if (harmReturnInfo.WuXingType.HasFlag(WuXingType.Fire))
 
-             {
 
-                 harmReturnInfo.att +=
 
-                     CombatCalculateTool.Instance.GetVlaueRatioForLong(harmReturnInfo.att, effectValue[1]);
 
-             }
 
-             shel -= harmReturnInfo.att;
 
-             if (shel <= 0)
 
-             {
 
-                 isActive = true;
 
-                 _timeLineEventLogicGroupBasic?.CloseLoopFx();
 
-                 _timeLineEventLogicGroupBasic = null;
 
-             }
 
-             return 0;
 
-         }
 
-     }
 
- }
 
 
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