S1104.cs 1.8 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.CombatTool;
  3. using GameLogic.Combat.Hero;
  4. using UnityEngine;
  5. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  6. namespace GameLogic.Combat.Skill
  7. {
  8. /// <summary>
  9. /// 发射{0}枚飞刀,对敌人造成{1}%伤害。
  10. /// </summary>
  11. public class S1104 : SkillBasic
  12. {
  13. protected override void ProUseSkill()
  14. {
  15. ActivationTimeLineData("1104");
  16. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  17. .GetThis<CombatHeroEntity>()
  18. .GetMainHotPoin<CombatHeroHitPoint>();
  19. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  20. currTarget.Add(combatHeroHitPoint);
  21. for (int i = 0; i < effectValue[0]; i++)
  22. {
  23. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  24. ActivationTimeLineData("1104_fashe", currTarget: currTarget,
  25. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  26. }
  27. }
  28. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  29. ITimelineFxLogic timelineFxLogic,
  30. TriggerData triggerData)
  31. {
  32. float addHarm = effectValue[1];
  33. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  34. addHarm);
  35. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  36. AttType.Skill, triggerData,
  37. wuXingType,
  38. HarmType.Default);
  39. }
  40. }
  41. }