S1105.cs 2.3 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 OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  6. using UnityEngine;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.Skill
  9. {
  10. /// <summary>
  11. /// 手中快速发射{0}%枚金针,对敌人造成{1}%伤害,并有{2}%概率施加1层流血。
  12. /// </summary>
  13. public class S1105 : SkillBasic
  14. {
  15. protected override void ProUseSkill()
  16. {
  17. ActivationTimeLineData("1105");
  18. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  19. .GetThis<CombatHeroEntity>()
  20. .GetMainHotPoin<CombatHeroHitPoint>();
  21. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  22. currTarget.Add(combatHeroHitPoint);
  23. for (int i = 0; i < effectValue[0]; i++)
  24. {
  25. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  26. ActivationTimeLineData("1105_fashe", currTarget: currTarget,
  27. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  28. }
  29. }
  30. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  31. ITimelineFxLogic timelineFxLogic,
  32. TriggerData triggerData)
  33. {
  34. float addHarm = effectValue[1];
  35. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  36. addHarm);
  37. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  38. AttType.Skill, triggerData,
  39. wuXingType,
  40. HarmType.Default);
  41. if (harmReturnInfo.isHitHero)
  42. {
  43. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  44. if (odds <= effectValue[2])
  45. {
  46. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1);
  47. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  48. }
  49. }
  50. }
  51. }
  52. }