S1403.cs 2.9 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. ///朱雀燎原指 身后出现一只大手,每个手指发射{0}道烈焰,对敌人照成{1}伤害同时{2}%概率施加1层灼烧。
  11. /// </summary>
  12. public class S1403 : 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. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  18. .GetThis<CombatHeroEntity>()
  19. .GetMainHotPoin<CombatHeroHitPoint>();
  20. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  21. currTarget.Add(combatHeroHitPoint);
  22. for (int i = 0; i < effectValue[0]; i++)
  23. {
  24. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  25. ActivationTimeLineData("1403_fashe", currTarget: currTarget,
  26. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  27. }
  28. ActivationTimeLineData("1403");
  29. }
  30. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  31. TriggerData triggerData)
  32. {
  33. }
  34. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  35. ITimelineFxLogic timelineFxLogic,
  36. TriggerData triggerData)
  37. {
  38. float addHarm = effectValue[1];
  39. if (SelfSkillConfig.level > 1)
  40. {
  41. b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1010>();
  42. if (b1010 != null)
  43. {
  44. addHarm += effectValue[3];
  45. }
  46. }
  47. if (SelfSkillConfig.level > 5)
  48. {
  49. addHarm -= effectValue[4];
  50. }
  51. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  52. addHarm);
  53. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  54. AttType.Skill, triggerData, wuXingType,
  55. HarmType.Default);
  56. if (harmReturnInfo.isHitHero)
  57. {
  58. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  59. if (odds <= effectValue[2])
  60. {
  61. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
  62. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  63. }
  64. }
  65. }
  66. }
  67. }