S1201.cs 2.1 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatTimer;
  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. /// 雾隐千流法:身体散发出一团迷雾。从迷雾中飞出多个冰球,每个冰球对敌人照成伤害,施加1层寒气。并让水伤势+1
  11. /// </summary>
  12. public class S1201 : SkillBasic
  13. {
  14. private int currCount;
  15. protected override void ProUseSkill()
  16. {
  17. ActivationTimeLineData("bingqiu");
  18. currCount = 0;
  19. }
  20. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  21. TriggerData triggerData)
  22. {
  23. }
  24. protected void FaShe()
  25. {
  26. if (currCount > 3)
  27. {
  28. return;
  29. }
  30. currCount++;
  31. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  32. .GetThis<CombatHeroEntity>()
  33. .GetMainHotPoin<CombatHeroHitPoint>();
  34. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  35. currTarget.Add(combatHeroHitPoint);
  36. Vector3 p = CombatHeroEntity.dotPos;
  37. ActivationTimeLineData("bingqiu_fashe", currTarget: currTarget, customizePos: new Vector3[] { p });
  38. CombatTimerManager.Instance.AddTimer(0.2f, FaShe);
  39. }
  40. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  41. ITimelineFxLogic timelineFxLogic,
  42. TriggerData triggerData)
  43. {
  44. if (groupName.Equals("bingqiu"))
  45. {
  46. FaShe();
  47. }
  48. else
  49. {
  50. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,
  51. wuXingType,
  52. HarmType.Default);
  53. }
  54. }
  55. }
  56. }