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- using GameLogic.Combat.CombatTool;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Skill.MagicSkill
- {
- /// <summary>
- /// 打断对手当前正在生效中的法宝
- ///(表现不用飞去打,就原地播放一个特效就行了)
- /// </summary>
- public class S3402 : MagicSkillBasic
- {
- private CombatHeroEntity target;
- private bool isUpdate = false;
- private float _currTime;
- private int _useCount;
- protected override void ProMagicUseSkill()
- {
- ActivationTimeLineData("sk1_xiaoshi");
-
- SkillPlayFinish();
- CombatHeroEntity[] allHero =
- CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
- if (allHero == null || allHero.Length <= 0)
- {
- return;
- }
- for (int i = 0; i < allHero.Length; i++)
- {
-
- }
-
- }
- protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
- TimeLineEventLogicBasic timeLineEventLogicBasic)
- {
- ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
- lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
- return lifetCycleHitPoints;
- }
- }
- }
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