S1103.cs 3.3 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.Buff;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Skill
  8. {
  9. /// <summary>
  10. /// 血刃金煌功 向前方挥动{0}次每次挥动形成一道血刃刀气,对敌人{1}照成伤害,没道刀气并对敌人照成流血
  11. /// 刀气现在在命中目标后能为玩家带来伤害的20%生命恢复
  12. /// 刀气+1
  13. /// 刀气对放血的目标照成的伤害提升200%,并再次让敌人放血
  14. /// </summary>
  15. public class S1103 : SkillBasic
  16. {
  17. protected override void ProUseSkill()
  18. {
  19. ActivationTimeLineData("1103");
  20. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  21. .GetThis<CombatHeroEntity>()
  22. .GetMainHotPoin<CombatHeroHitPoint>();
  23. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  24. currTarget.Add(combatHeroHitPoint);
  25. for (int i = 0; i < effectValue[0]; i++)
  26. {
  27. float startTime = i * -0.02f;
  28. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  29. ActivationTimeLineData("1103_fashe", currTarget: currTarget,
  30. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i,startTime:startTime);
  31. }
  32. }
  33. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  34. ITimelineFxLogic timelineFxLogic,
  35. TriggerData triggerData)
  36. {
  37. float addHarm = effectValue[1];
  38. if (SelfSkillConfig.level > 5)
  39. {
  40. b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();
  41. if (b1012 != null)
  42. {
  43. addHarm += SelfSkillConfig.effectValue[4];
  44. b1012.FangXue();
  45. }
  46. }
  47. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  48. addHarm);
  49. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  50. AttType.Skill, triggerData,
  51. wuXingType,
  52. HarmType.Default);
  53. if (harmReturnInfo.isHitHero)
  54. {
  55. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  56. if (odds <= effectValue[2])
  57. {
  58. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1);
  59. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  60. }
  61. if (SelfSkillConfig.level > 1)
  62. {
  63. long huiFu = CombatCalculateTool.Instance.GetVlaueRatioForLong(harmReturnInfo.att, effectValue[3]);
  64. CombatCalculateTool.Instance.Recover(CombatHeroEntity,
  65. CombatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), huiFu, AttType.Skill, HarmType.Recover,
  66. triggerData);
  67. }
  68. }
  69. }
  70. }
  71. }