S1404.cs 2.2 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. /// 发射多枚火球。对敌人照成伤害,又概率对敌人施加1成灼烧
  11. /// </summary>
  12. public class S1404: SkillBasic
  13. {
  14. protected override void ProUseSkill()
  15. {
  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("1404_fashe", currTarget: currTarget,
  25. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  26. }
  27. ActivationTimeLineData("1404");
  28. }
  29. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  30. ITimelineFxLogic timelineFxLogic,
  31. TriggerData triggerData)
  32. {
  33. float addHarm = effectValue[1];
  34. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  35. addHarm);
  36. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  37. AttType.Skill, triggerData,
  38. wuXingType,
  39. HarmType.Default);
  40. if (harmReturnInfo.isHitHero)
  41. {
  42. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  43. if (odds <= effectValue[2])
  44. {
  45. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
  46. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  47. }
  48. }
  49. }
  50. }
  51. }