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							- using System;
 
- using System.Collections.Generic;
 
- using CombatCore.SerializationTimeLine;
 
- using CombatLibrary.CombatLibrary.CombatCore;
 
- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using Common.Combat.FxAILogic;
 
- using Common.Utility.CombatEvent;
 
- using Excel2Json;
 
- using Fort23.Common;
 
- using Fort23.Core;
 
- using Fort23.UTool;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using GameLogic.Combat.Hero.Turntable;
 
- using GameLogic.Combat.Skill.IntensifierEffect;
 
- using GameLogic.CombatScenesTool;
 
- using GameLogic.Hero;
 
- using GameLogic.Player;
 
- using UnityEngine;
 
- using Utility;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
 
- using Random = UnityEngine.Random;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
 
-         ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
 
-     {
 
-         /// <summary>
 
-         /// 使用时候延长多长时间才能使用
 
-         /// </summary>
 
-         public float DelayUseSkillCd;
 
-         public int skillGuid;
 
-         public int UseCount;
 
-         /// <summary>
 
-         /// 是否被激活
 
-         /// </summary>
 
-         public bool isActive = true;
 
-         /// <summary>
 
-         /// 是否使用中
 
-         /// </summary>
 
-         private bool isUse;
 
-         public float[] effectValue;
 
-         public CombatHeroEntity CombatHeroEntity
 
-         {
 
-             get { return _combatHeroEntity; }
 
-         }
 
-         /// <summary>
 
-         /// 转盘中的下表
 
-         /// </summary>
 
-         public int index;
 
-         private bool _isDis;
 
-         // public float angle = 180;
 
-         // public float useAngle;
 
-         // public float lasetAngle = 360;
 
-         public int useCount;
 
-         /// <summary>
 
-         /// 当前激活技能的TimeLine数据
 
-         /// </summary>
 
-         protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
 
-         private CombatHeroEntity _combatHeroEntity;
 
-         private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures>>
 
-             _triggerCallBack =
 
-                 new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures>>();
 
-         public SkillConfig SelfSkillConfig;
 
-         // public SkillIntensifierData SkillIntensifierData;
 
-         /// <summary>
 
-         /// 释放技能的时候当前焦点的目标
 
-         /// </summary>
 
-         public CombatHeroEntity currFocusTarget;
 
-         private SkillFeaturesData SkillFeaturesData;
 
-         /// <summary>
 
-         /// 激活的timelinegoup名字
 
-         /// </summary>
 
-         public string ActiveTimeLineGroupName;
 
-         private System.Action<SkillBasic> finishCallBack;
 
-         /// <summary>
 
-         /// 完成时 是否是要完成的timeGroupName
 
-         /// </summary>
 
-         protected string _finishTimeLineGroupName;
 
-         protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
 
-         protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
 
-         protected bool _isEarlyWarning;
 
-         /// <summary>
 
-         /// 是否使用技能目标里的缓存池子
 
-         /// </summary>
 
-         protected bool _useSkillTargetPool = true;
 
-         public WuXingType wuXingType;
 
-         public TriggerData triggerData
 
-         {
 
-             get
 
-             {
 
-                 _triggerData.Source = this;
 
-                 return _triggerData;
 
-             }
 
-         }
 
-         private TriggerData _triggerData;
 
-         // public float[] skillEffectValue;
 
-         // private float[] defaultEffectValue;
 
-         /// <summary>
 
-         /// 技能cd
 
-         /// </summary>
 
-         public float SkillCd
 
-         {
 
-             get { return _skillCd; }
 
-             set { _skillCd = value; }
 
-         }
 
-         private float _skillCd;
 
-         public float SkillMaxCd;
 
-         private CombatParticleSystemPool _earlyWarningFx;
 
-         private CombatHeroEntity _earlyWarningFristHero;
 
-         public SkillInfo skillInfo;
 
-         protected int ballisticsCount = 1;
 
-         public T This<T>()
 
-         {
 
-             return (T)(object)this;
 
-         }
 
-         // public void 
 
-         public void IntensifyingEffect(float bl)
 
-         {
 
-             if (SelfSkillConfig.intensifierIndex == null)
 
-             {
 
-                 return;
 
-             }
 
-             float[] basic = skillInfo.effectValue;
 
-             // float[] newEffectValue = new float[effectValue.Length];
 
-             for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
 
-             {
 
-                 int index = SelfSkillConfig.intensifierIndex[i];
 
-                 if (index >= basic.Length)
 
-                 {
 
-                     continue;
 
-                 }
 
-                 effectValue[index] = basic[index] * ((bl * 0.01f));
 
-             }
 
-         }
 
-         public SkillFeaturesData GetSkillFeaturesData()
 
-         {
 
-             SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
 
-             long v = (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
 
-             v += CombatCalculateTool.Instance.GetVlaueRatioForLong(v,
 
-                 CombatHeroEntity.CurrCombatHeroInfo.gongFaStrength);
 
-             skillFeaturesData.hp = v /
 
-                                    ballisticsCount;
 
-             skillFeaturesData.maxHp = skillFeaturesData.hp;
 
-             return skillFeaturesData;
 
-         }
 
-         public override void ActiveObj()
 
-         {
 
-         }
 
-         public void AddToSkillSlots()
 
-         {
 
-             Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
 
-         }
 
-         /// <summary>
 
-         /// 激活技能,准备使用技能
 
-         /// </summary>
 
-         public void ActiveSkill()
 
-         {
 
-             isActive = true;
 
-             ProActiveSkill();
 
-         }
 
-         protected virtual void ProActiveSkill()
 
-         {
 
-         }
 
-         public void Replace()
 
-         {
 
-             ProReplace();
 
-         }
 
-         protected virtual void ProReplace()
 
-         {
 
-         }
 
-         /// <summary>
 
-         /// 轮询的初始化
 
-         /// </summary>
 
-         public void PollingInit(BetterList<SkillBasic> skillQueue)
 
-         {
 
-             ProPollingnInit(skillQueue);
 
-         }
 
-         protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
 
-         {
 
-         }
 
-         /// <summary>
 
-         /// 休眠
 
-         /// </summary>
 
-         public override void DormancyObj()
 
-         {
 
-             Dispose();
 
-             _enterAlertTarget.Clear();
 
-             _currUseSkillTarget.Clear();
 
-             _triggerCallBack.Clear();
 
-             _earlyWarningFx = null;
 
-             _earlyWarningFristHero = null;
 
-             _finishTimeLineGroupName = null;
 
-             _earlyWarningFx = null;
 
-             _isEarlyWarning = false;
 
-             _triggerData = new TriggerData();
 
-             _useSkillTargetPool = true;
 
-             isUse = false;
 
-             _combatHeroEntity = null;
 
-             SkillMaxCd = 0;
 
-             currUseAllTimeLineLogic.Clear();
 
-             finishCallBack = null;
 
-             _isDis = false;
 
-         }
 
-         /// <summary>
 
-         /// 开始游戏
 
-         /// </summary>
 
-         public void StartGame()
 
-         {
 
-             //  InitSpecialWeapon();
 
-             // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
 
-             // {
 
-             //     UseSkill();
 
-             // }
 
-             ProStartGame();
 
-         }
 
-         public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
 
-         {
 
-             this.skillInfo = skillInfo;
 
-             _combatHeroEntity = combatHeroEntity;
 
-             SelfSkillConfig = skillInfo.skillConfig;
 
-             SkillMaxCd = SelfSkillConfig.cd;
 
-             _skillCd = SkillMaxCd;
 
-             wuXingType = (WuXingType)SelfSkillConfig.attribute;
 
-             SkillFeaturesData = new SkillFeaturesData();
 
-             SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
 
-             SkillFeaturesData.WuXingType = wuXingType;
 
-             SkillFeaturesData.SkillBasic = this;
 
-             SkillFeaturesData.hp = skillInfo.qiangDu;
 
-             UseCount = SelfSkillConfig.SkillType * 100000;
 
-             skillGuid = SelfSkillConfig.ID;
 
-             effectValue = new float[skillInfo.effectValue.Length];
 
-             Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
 
-             // if (SkillIntensifierData == null)
 
-             // {
 
-             //     SkillIntensifierData = new SkillIntensifierData();
 
-             // }
 
-             ProInitSkillConfig();
 
-             ProInitSkill();
 
-             // LogTool.Log("初始化技能"+skillConfig.scriptName);
 
-         }
 
-         protected virtual void ProInitSkillConfig()
 
-         {
 
-         }
 
-         /// <summary>
 
-         /// 设置激活的TimeLine名字
 
-         /// </summary>
 
-         public void SetActiveTimeLineGroupName(string groupName)
 
-         {
 
-             ActiveTimeLineGroupName = groupName;
 
-         }
 
-         public virtual bool IsCanUse()
 
-         {
 
-             if (DelayUseSkillCd > 0)
 
-             {
 
-                 return false;
 
-             }
 
-             return true;
 
-         }
 
-         public virtual bool IsCanTriggerSkillSlots()
 
-         {
 
-             return isActive;
 
-         }
 
-         public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
 
-             TriggerData triggerData, ISkillFeatures skillFeatures, HarmType harmType = HarmType.Null)
 
-         {
 
-             if (target == null || target.combatHeroEntity == null)
 
-             {
 
-                 return null;
 
-             }
 
-             return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
 
-                 skillFeatures,
 
-                 harmType);
 
-         }
 
-         public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
 
-             AttType attType, HarmType harmType = HarmType.Recover)
 
-         {
 
-             return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
 
-         }
 
-         public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
 
-         {
 
-             this.finishCallBack = finishCallBack;
 
-         }
 
-         /// <summary>
 
-         /// 开始使用技能
 
-         /// </summary>
 
-         public void UseSkill()
 
-         {
 
-             // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
 
-             //     SkillIntensifierData.currIntensifierEffectBasicList;
 
-             // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
 
-             // {
 
-             //     currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
 
-             // }
 
-             SkillCd = SkillMaxCd;
 
-             _enterAlertTarget.Clear();
 
-             UseCount++;
 
-             _triggerData = new TriggerData();
 
-             isUse = true;
 
-             _triggerData.TriggerGuid = UseCount;
 
-             _currUseSkillTarget.Clear();
 
-             currUseAllTimeLineLogic.Clear();
 
-             // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
 
-             // {
 
-             //     CombatHeroEntity = CombatHeroEntity,
 
-             //     SkillBasic = this
 
-             // });
 
-             ProUseSkill();
 
-         }
 
-         public override void Dispose()
 
-         {
 
-             if (_isDis)
 
-             {
 
-                 return;
 
-             }
 
-             _isDis = true;
 
-             currUseAllTimeLineLogic.Clear();
 
-             ProDispose();
 
-             _combatHeroEntity = null;
 
-         }
 
-         public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
 
-         {
 
-             return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
 
-         }
 
-         public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
 
-             where T : ILifetCycleHitPoint
 
-         {
 
-             return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
 
-         }
 
-         public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
 
-         {
 
-             throw new NotImplementedException();
 
-         }
 
-         public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
 
-         {
 
-         }
 
-         /// <summary>
 
-         /// 添加trigger监听事件
 
-         /// </summary>
 
-         /// <param name="groupName"></param>
 
-         /// <param name="callBack"></param>
 
-         protected void AddTriggerCallBack(string groupName,
 
-             System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures> callBack)
 
-         {
 
-             if (!_triggerCallBack.ContainsKey(groupName))
 
-             {
 
-                 _triggerCallBack.Add(groupName, callBack);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 移除trigger添加事件
 
-         /// </summary>
 
-         /// <param name="groupName"></param>
 
-         /// <param name="callBack"></param>
 
-         protected void RemoveTriggerCallBack(string groupName,
 
-             System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
 
-         {
 
-             if (_triggerCallBack.ContainsKey(groupName))
 
-             {
 
-                 _triggerCallBack.Remove(groupName);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 激活timeLine数据
 
-         /// </summary>
 
-         /// <param name="groupName">组</param>
 
-         /// <param name="currTarget">传递给timeLine的目标</param>
 
-         /// <param name="extraData">透传消息</param>
 
-         /// <param name="customizePos">自定义坐标</param>
 
-         /// <param name="finishCallBack">timeLine完成回调</param>
 
-         public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
 
-             BetterList<ILifetCycleHitPoint> currTarget = null,
 
-             Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
 
-             object extraData = null, int indexCount = 0)
 
-         {
 
-             bool isNoAnim = false;
 
-             if (groupName.Contains("noAnim"))
 
-             {
 
-                 groupName = groupName.Replace("noAnim", "");
 
-                 isNoAnim = true;
 
-             }
 
-             TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
 
-                 _combatHeroEntity.combatHeroTimeLineControl
 
-                     .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
 
-             try
 
-             {
 
-                 if (timeLineEventLogicGroup != null)
 
-                 {
 
-                     timeLineEventLogicGroup.extraData = extraData;
 
-                     timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
 
-                         customizePos, indexCount);
 
-                     timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
 
-                     timeLineEventLogicGroup.timeLineTime = startTime;
 
-                     _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
 
-                     currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
 
-                 }
 
-             }
 
-             catch (Exception e)
 
-             {
 
-                 LogTool.Error(e);
 
-             }
 
-             return timeLineEventLogicGroup;
 
-         }
 
-         /// <summary>
 
-         /// 打断技能
 
-         /// </summary>
 
-         public void BreakSkill()
 
-         {
 
-             // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
 
-             // {
 
-             //     datas = new object[2] { _combatHeroEntity, this }
 
-             // });
 
-             for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
 
-             {
 
-                 if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
 
-                 {
 
-                     LogTool.Log("对象以移交");
 
-                 }
 
-                 else
 
-                 {
 
-                     currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
 
-                     _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
 
-                 }
 
-             }
 
-             currUseAllTimeLineLogic.Clear();
 
-             SkillPlayFinish();
 
-             ProBreakSkill();
 
-         }
 
-         /// <summary>
 
-         /// 技能timeLine的完成标志。表示当前TimeLine播放完成
 
-         /// </summary>
 
-         /// <param name="groupName">那一个组的完成了</param>
 
-         public void TimeLineEndSing(string groupName)
 
-         {
 
-             ProTimeLineEndSing(groupName);
 
-         }
 
-         /// <summary>
 
-         /// 技能更新
 
-         /// </summary>
 
-         /// <param name="time"></param>
 
-         public void CombatUpdate(float time)
 
-         {
 
-             DelayUseSkillCd -= time;
 
-             ProCombatUpdate(time);
 
-         }
 
-         /// <summary>
 
-         /// 技能播放完成
 
-         /// </summary>
 
-         public void SkillPlayFinish()
 
-         {
 
-             if (!isUse)
 
-             {
 
-                 return;
 
-             }
 
-        
 
-             isUse = false;
 
-             finishCallBack?.Invoke(this);
 
-             ProSkillPlayFinish();
 
-             finishCallBack = null;
 
-             _isEarlyWarning = false;
 
-             _earlyWarningFristHero = null;
 
-             if (_earlyWarningFx != null)
 
-             {
 
-                 GObjectPool.Instance.Recycle(_earlyWarningFx);
 
-                 _earlyWarningFx = null;
 
-             }
 
-             // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
 
-             //     SkillIntensifierData.currIntensifierEffectBasicList;
 
-             // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
 
-             // {
 
-             //     currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
 
-             // }
 
-         }
 
-         /// <summary>
 
-         /// timeLine和子弹碰撞后会调用
 
-         /// </summary>
 
-         /// <param name="timeLineTriggerType">触发类型,默认没用</param>
 
-         /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
 
-         /// <param name="targetEntity">目标对象(敌人)</param>
 
-         /// <param name="triggerData">触发的额外数据——透传数据</param>
 
-         public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures)
 
-         {
 
-             if (targetEntity == null || _isDis)
 
-             {
 
-                 return;
 
-             }
 
-             if (_triggerCallBack.ContainsKey(groupName))
 
-             {
 
-                 _triggerCallBack[groupName]?.Invoke(groupName,
 
-                     targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
 
-                     triggerData, skillFeatures);
 
-             }
 
-             else
 
-             {
 
-                 ProDefaultTimeLineTrigger(groupName,
 
-                     targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
 
-                     triggerData, skillFeatures);
 
-             }
 
-         }
 
-         public bool IsPassiveActivateSkill(SkillBasic targetSkillBasic)
 
-         {
 
-             if (targetSkillBasic == null)
 
-             {
 
-                 return false;
 
-             }
 
-             if (targetSkillBasic.SelfSkillConfig.SkillType != 1)
 
-             {
 
-                 return false;
 
-             }
 
-             if (SelfSkillConfig.PromoteLanPara_1 == null)
 
-             {
 
-                 return false;
 
-             }
 
-             for (int i = 0; i < SelfSkillConfig.PromoteLanPara_1.Length; i++)
 
-             {
 
-                 int configIndex = (int)SelfSkillConfig.PromoteLanPara_1[i];
 
-                 int currIndex = (configIndex + index) % 10;
 
-                 if (currIndex < 0)
 
-                 {
 
-                     currIndex = currIndex + 10;
 
-                 }
 
-                 if (targetSkillBasic.index == currIndex)
 
-                 {
 
-                     return true;
 
-                 }
 
-             }
 
-             return false;
 
-         }
 
-         public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
 
-         {
 
-             // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
 
-             if (_useSkillTargetPool)
 
-             {
 
-                 if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
 
-                 {
 
-                     return _currUseSkillTarget.ToArray();
 
-                 }
 
-             }
 
-             _currUseSkillTarget.Clear();
 
-             ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
 
-             _currUseSkillTarget.AddRange(allHit);
 
-             return _currUseSkillTarget.ToArray();
 
-         }
 
-         public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
 
-             FXTargetType fixtarget, ILifetCycleHitPoint[] target)
 
-         {
 
-             if ((int)fixtarget == 1)
 
-             {
 
-                 return target;
 
-             }
 
-             // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
 
-             // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
 
-             // for (int i = 0; i < target.Count; i++)
 
-             // {
 
-             //     bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
 
-             //         .CurrCombatHeroInfo.IsEnemy;
 
-             //     if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
 
-             //     {
 
-             //         point.Add(target[i]);
 
-             //     }
 
-             //
 
-             //     if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
 
-             //     {
 
-             //         point.Add(target[i]);
 
-             //     }
 
-             //
 
-             //     if (fixtarget.HasFlag(FXTargetType.Oneself) &&
 
-             //         target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
 
-             //     {
 
-             //         point.Add(target[i]);
 
-             //     }
 
-             // }
 
-             return target;
 
-         }
 
-         public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
 
-             FXTargetType fixtarget,
 
-             ILifetCycleHitPoint[] target)
 
-         {
 
-             return target;
 
-         }
 
-         protected virtual void ProInitSkill()
 
-         {
 
-         }
 
-         protected abstract void ProUseSkill();
 
-         protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
 
-             TimeLineEventLogicBasic timeLineEventLogicBasic)
 
-         {
 
-             if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
 
-             {
 
-                 return null;
 
-             }
 
-             if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
 
-             {
 
-                 return null;
 
-             }
 
-             ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
 
-                 .GetThis<CombatHeroEntity>()
 
-                 .GetMainHotPoin<ILifetCycleHitPoint>();
 
-             if (lifetCycleHitPoint == null)
 
-             {
 
-                 return null;
 
-             }
 
-             return new[] { lifetCycleHitPoint };
 
-         }
 
-         /// <summary>
 
-         /// 默认的触发器
 
-         /// </summary>
 
-         /// <param name="groupName"></param>
 
-         /// <param name="timeLineTriggerType"></param>
 
-         /// <param name="timeLineData"></param>
 
-         /// <param name="targetEntity"></param>
 
-         /// <param name="triggerData"></param>
 
-         protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures)
 
-         {
 
-         }
 
-         protected virtual void ProSkillPlayFinish()
 
-         {
 
-         }
 
-         protected virtual void ProDispose()
 
-         {
 
-         }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         /// <param name="groupName"></param>
 
-         protected virtual void ProTimeLineEndSing(string groupName)
 
-         {
 
-             if (string.IsNullOrEmpty(_finishTimeLineGroupName))
 
-             {
 
-                 SkillPlayFinish();
 
-             }
 
-             else if (_finishTimeLineGroupName == groupName)
 
-             {
 
-                 SkillPlayFinish();
 
-             }
 
-         }
 
-         protected virtual void ProCombatUpdate(float time)
 
-         {
 
-         }
 
-         /// <summary>
 
-         /// 技能被打断
 
-         /// </summary>
 
-         protected virtual void ProBreakSkill()
 
-         {
 
-         }
 
-         protected virtual void ProStartGame()
 
-         {
 
-         }
 
-         public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
 
-         {
 
-             ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
 
-             TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
 
-             eventData.SkillBasic = this;
 
-             eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
 
-             CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
 
-         }
 
-         /// <summary>
 
-         /// 实例化出的特效逻辑初始化
 
-         /// </summary>
 
-         /// <param name="groupName"></param>
 
-         /// <param name="timelineFxLogic"></param>
 
-         protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData)
 
-         {
 
-         }
 
-         public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
 
-         {
 
-             ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
 
-         }
 
-         /// <summary>
 
-         /// 触碰地面
 
-         /// </summary>
 
-         /// <param name="groupName"></param>
 
-         /// <param name="timelineFxLogic"></param>
 
-         protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData)
 
-         {
 
-         }
 
-         public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
 
-         {
 
-             CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
 
-         }
 
-         public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
 
-         {
 
-             _enterAlertTarget.Clear();
 
-             CombatAlertManager.Instance.RemoveAlert(gameObject);
 
-         }
 
-         public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
 
-         {
 
-             HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
 
-             if (heroEntityMono == null)
 
-             {
 
-                 return;
 
-             }
 
-             CombatHeroEntity target = heroEntityMono.combatHeroEntity;
 
-             if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
 
-                 timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
 
-             {
 
-                 return;
 
-             }
 
-             if (_enterAlertTarget.Contains(target))
 
-             {
 
-                 return;
 
-             }
 
-             _enterAlertTarget.Add(target);
 
-             if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
 
-             {
 
-                 AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
 
-                 alertTriggerEventData.combatHeroEntity = target;
 
-                 alertTriggerEventData.attackEntity = _combatHeroEntity;
 
-                 alertTriggerEventData.collider = collider;
 
-                 alertTriggerEventData.triggerObject = gameObject;
 
-                 alertTriggerEventData.isTrigger = true;
 
-                 CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
 
-             }
 
-             ProHeroEnter(timeLineAlertSeriailztion, target);
 
-         }
 
-         protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
 
-             CombatHeroEntity target)
 
-         {
 
-         }
 
-         public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
 
-         {
 
-             HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
 
-             if (heroEntityMono == null || CombatHeroEntity == null)
 
-             {
 
-                 return;
 
-             }
 
-             CombatHeroEntity target = heroEntityMono.combatHeroEntity;
 
-             if (target.IsEnemy == CombatHeroEntity.IsEnemy)
 
-             {
 
-                 return;
 
-             }
 
-             if (!_enterAlertTarget.Contains(target))
 
-             {
 
-                 return;
 
-             }
 
-             _enterAlertTarget.Remove(target);
 
-             if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
 
-             {
 
-                 AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
 
-                 alertTriggerEventData.combatHeroEntity = target;
 
-                 alertTriggerEventData.attackEntity = _combatHeroEntity;
 
-                 alertTriggerEventData.collider = collider;
 
-                 alertTriggerEventData.isTrigger = false;
 
-                 alertTriggerEventData.triggerObject = gameObject;
 
-                 CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
 
-             }
 
-             ProHeroLeave(timeLineAlertSeriailztion, target);
 
-         }
 
-         protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
 
-             CombatHeroEntity target)
 
-         {
 
-         }
 
-     }
 
- }
 
 
  |