S1001.cs 1.7 KB

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  1. using System.Collections.Generic;
  2. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  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. /// 太虚幻剑经:身体周围幻化出多柄细剑,每柄细剑对敌人照成伤害,如果敌人有debuf状态,则虚剑伤害提升10%
  11. /// </summary>
  12. public class S1001 : SkillBasic
  13. {
  14. protected override void ProUseSkill()
  15. {
  16. for (int i = 0; i < 7; i++)
  17. {
  18. CombatHeroHitPoint combatHeroHitPoint= CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()
  19. .GetMainHotPoin<CombatHeroHitPoint>();
  20. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  21. currTarget.Add(combatHeroHitPoint);
  22. SpecialDotInfo specialDotInfo= CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  23. ActivationTimeLineData("jianjue",currTarget:currTarget,customizePos:new Vector3[]{specialDotInfo.GetWorlPos()},indexCount:i);
  24. }
  25. }
  26. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  27. {
  28. }
  29. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic,
  30. TriggerData triggerData)
  31. {
  32. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,wuXingType,
  33. HarmType.Default);
  34. }
  35. }
  36. }