S1401.cs 3.2 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. /// 烈焰剑 向前方发出一柄剑,对敌人造成火系伤害,对敌人施加一层灼热,比有10%概率对敌人造成1火伤势
  11. /// </summary>
  12. public class S1401 : SkillBasic
  13. {
  14. private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };
  15. protected override void ProUseSkill()
  16. {
  17. this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
  18. ActivationTimeLineData("1401");
  19. }
  20. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  21. TriggerData triggerData)
  22. {
  23. }
  24. protected void ProDefaultTimeLineTrigger_ZD(string groupName, CombatHeroHitPoint targetEntity,
  25. ITimelineFxLogic timelineFxLogic,
  26. TriggerData triggerData)
  27. {
  28. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  29. effectValue[1]);
  30. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType,
  31. HarmType.Default);
  32. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  33. if (odds <= effectValue[2])
  34. {
  35. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
  36. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  37. }
  38. if (SelfSkillConfig.level >= 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
  39. {
  40. long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
  41. CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  42. effectValue[3]);
  43. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,
  44. wuXingType,
  45. HarmType.Default);
  46. }
  47. }
  48. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  49. ITimelineFxLogic timelineFxLogic,
  50. TriggerData triggerData)
  51. {
  52. for (int i = 0; i < effectValue[0]; i++)
  53. {
  54. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  55. .GetThis<CombatHeroEntity>()
  56. .GetMainHotPoin<CombatHeroHitPoint>();
  57. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>(1);
  58. currTarget.Add(combatHeroHitPoint);
  59. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);
  60. ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,
  61. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  62. }
  63. }
  64. }
  65. }