S3202.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 UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  5. namespace GameLogic.Combat.Skill.MagicSkill
  6. {
  7. /// <summary>
  8. /// 混沌珠 使用后短时间内大幅提升所有灵根{0}%,一场战斗有使用{1}次
  9. /// 使用后额外对敌人照成的功法伤害提升10%
  10. /// </summary>
  11. public class S3202 : MagicSkillBasic
  12. {
  13. private CombatHeroEntity target;
  14. private bool isUpdate = false;
  15. private float _currTime;
  16. private int _useCount;
  17. protected override void ProMagicUseSkill()
  18. {
  19. _useCount++;
  20. isUpdate = true;
  21. _currTime = 0;
  22. float v = SelfSkillConfig.effectValue[0];
  23. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.Metal += v;
  24. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.Wood += v;
  25. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.Water += v;
  26. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.Fire += v;
  27. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.Earth += v;
  28. ActivationTimeLineData("sk1_xiaoshi");
  29. SkillPlayFinish();
  30. }
  31. public override bool IsCanUse()
  32. {
  33. if (_useCount >= SelfSkillConfig.effectValue[1])
  34. {
  35. return false;
  36. }
  37. return true;
  38. }
  39. protected override void MagicSkillUpdate(float time)
  40. {
  41. if (!isUpdate)
  42. {
  43. return;
  44. }
  45. _currTime += time;
  46. if (_currTime >= SelfSkillConfig.effectValue[2])
  47. {
  48. isUpdate = false;
  49. float v = SelfSkillConfig.effectValue[0];
  50. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.Metal -= v;
  51. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.Wood -= v;
  52. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.Water -= v;
  53. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.Fire -= v;
  54. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.Earth -= v;
  55. }
  56. }
  57. protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  58. TimeLineEventLogicBasic timeLineEventLogicBasic)
  59. {
  60. ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
  61. lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
  62. return lifetCycleHitPoints;
  63. }
  64. }
  65. }