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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using GameLogic.Combat.Buff;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 幻花迷雾(当场上有木灵分身时触发)
- /// 身体摇动,天空散发出小小的花朵。木灵隐藏其中防御+{0}%,期间不在攻击,持续{1}秒
- /// </summary>
- public class S9061 : SkillBasic
- {
- protected float _currTime;
- private bool _isUpdate;
- protected override void ProUseSkill()
- {
- }
- protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData, ISkillFeatures skillFeatures)
- {
- // float harmBl = 0;
- // b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1018>();
- // if (b1018 != null) //消耗一层感电,额外照成伤害
- // {
- // harmBl += b1018.buffCount * effectValue[1];
- // }
- //
- // long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
- // harmBl);
- //
- // HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
- // AttType.Skill, triggerData,
- // wuXingType, skillFeatures,
- // HarmType.Default);
- }
- protected override void ProCombatUpdate(float time)
- {
- if (!_isUpdate)
- {
- return;
- }
- _currTime += time;
- if (_currTime >= effectValue[1])
- {
- _isUpdate = false;
- }
- }
- }
- }
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