S3301.cs 5.4 KB

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  1. using System.Collections.Generic;
  2. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Buff;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Hero;
  7. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  8. using UnityEngine;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  10. namespace GameLogic.Combat.Skill.MagicSkill
  11. {
  12. /// <summary>
  13. /// 对敌人照成伤害,并随机封锁敌人{0}个法宝,让其{1}秒内不能使用和不能充能
  14. /// 如果影响的是2个相生法宝,则这2个法宝在本场战斗中充能时间增加30%
  15. /// </summary>
  16. public class S3301 : MagicSkillBasic
  17. {
  18. private CombatHeroEntity target;
  19. List<CombatMagicWeaponEntity> yingXingWeapon = new List<CombatMagicWeaponEntity>();
  20. protected override void ProMagicUseSkill()
  21. {
  22. // StraightLineShow straightLineShow = new StraightLineShow();
  23. // straightLineShow.Init(this);
  24. CombatHeroEntity[] allHero =
  25. CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
  26. if (allHero == null || allHero.Length <= 0)
  27. {
  28. SkillPlayFinish();
  29. return;
  30. }
  31. // SkillPlayFinish();
  32. target = allHero[0];
  33. MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish);
  34. SetMagicAttShowBasic(magicAttShowBasic);
  35. }
  36. private void Finish()
  37. {
  38. CombatHeroEntity combatHeroEntity = target;
  39. ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin<ILifetCycleHitPoint>();
  40. if (lifetCycleHitPoint == null)
  41. {
  42. return;
  43. }
  44. CombatMagicWeaponEntity[] AllMagicWeapon = combatHeroEntity.heroMagicWeaponControl.AllMagicWeapon;
  45. int maxCount = combatHeroEntity.heroMagicWeaponControl.MagicWeaponCount;
  46. if (maxCount > 0)
  47. {
  48. List<CombatMagicWeaponEntity> currAllMagicWeapon = new List<CombatMagicWeaponEntity>();
  49. currAllMagicWeapon.AddRange(AllMagicWeapon);
  50. List<CombatMagicWeaponEntity> addMagicWeaponEntities = new List<CombatMagicWeaponEntity>();
  51. for (int i = 0; i < effectValue[0]; i++)
  52. {
  53. if (maxCount > 0)
  54. {
  55. int index = Random.Range(0, maxCount);
  56. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10081, effectValue[1], 1);
  57. CombatMagicWeaponEntity combatMagicWeaponEntity = currAllMagicWeapon[index];
  58. combatMagicWeaponEntity.BuffControl.AddBuff(
  59. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity,
  60. buffInfo);
  61. currAllMagicWeapon.RemoveAt(index);
  62. if (SelfSkillConfig.level > 3 && !yingXingWeapon.Contains(combatMagicWeaponEntity))
  63. {
  64. bool isXiangSheng = false;
  65. if (addMagicWeaponEntities.Count > 0)
  66. {
  67. for (int j = 0; j < addMagicWeaponEntities.Count; j++)
  68. {
  69. CombatMagicWeaponEntity lasetWeaponEntity = addMagicWeaponEntities[j];
  70. bool isOk = CombatCalculateTool.Instance.IsSymbiosis(lasetWeaponEntity.WuXingType,
  71. combatMagicWeaponEntity.WuXingType);
  72. if (isOk)
  73. {
  74. lasetWeaponEntity.cdAddSpeed -= effectValue[3];
  75. combatMagicWeaponEntity.cdAddSpeed -= effectValue[3];
  76. yingXingWeapon.Add(lasetWeaponEntity);
  77. yingXingWeapon.Add(combatMagicWeaponEntity);
  78. isXiangSheng = true;
  79. addMagicWeaponEntities.RemoveAt(j);
  80. break;
  81. }
  82. }
  83. }
  84. if (!isXiangSheng)
  85. {
  86. addMagicWeaponEntities.Add(combatMagicWeaponEntity);
  87. }
  88. }
  89. maxCount--;
  90. }
  91. }
  92. }
  93. BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
  94. cBetterList.Add(lifetCycleHitPoint);
  95. ActivationTimeLineData("gongji", currTarget: cBetterList);
  96. SkillPlayFinish();
  97. // TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic =
  98. // ActivationTimeLineData("sk1_xiaoshi");
  99. }
  100. // protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  101. // TimeLineEventLogicBasic timeLineEventLogicBasic)
  102. // {
  103. // ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
  104. // lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
  105. // return lifetCycleHitPoints;
  106. // }
  107. }
  108. }